From 76ec16586350e6e391989283b3691e6cc86a01fc Mon Sep 17 00:00:00 2001 From: Dustin Date: Sun, 25 May 2025 10:23:14 -0700 Subject: [PATCH] Jump looking better. Seems we made gravity optional by relative movement in y axis and desired movement never being set to down. --- src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd | 1 + src/actors/players/playerE/states/fall.tres | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd index 22b5613..b996349 100644 --- a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd +++ b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd @@ -47,6 +47,7 @@ func wants_jump() -> bool: return true else: _wants_jump = false + desired_movement_vector.y = DOWN return false var _wants_crouch :bool diff --git a/src/actors/players/playerE/states/fall.tres b/src/actors/players/playerE/states/fall.tres index f1f09d7..011692d 100644 --- a/src/actors/players/playerE/states/fall.tres +++ b/src/actors/players/playerE/states/fall.tres @@ -10,7 +10,7 @@ debug_state = false timeout_seconds = 0.0 name = "fall" speed_start = Vector2( 90, 1.36422e-12 ) -speed_end = Vector2( 90, -1000 ) +speed_end = Vector2( 90, 1000 ) min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 )