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  Getting the sinking feeling  (Read 737 times)
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Offline wookoouk

Senior Newbie





« Posted 2012-07-10 21:42:18 »

I am implementing basic gravity+floor collision but due to the speed always increasing, after I hit the floor I sink like im stood in quicksand, the issue is that if I put an 'if !grounded around the gravity calculations jumping will not work.

Any ideas?

private void gravity() {
      
      float Y = sprite.getY();

      speed += accel * Gdx.graphics.getDeltaTime();
      Y += speed * Gdx.graphics.getDeltaTime();
      sprite.setY(Y);

      if (sprite.getY() <= floor) {
         grounded = true;
         speed = 0;
      }
   }


public void controls() {
      if (Gdx.input.isKeyPressed(Keys.W) && grounded) {
         grounded = false;
         speed = 300;
      }
}
Offline loom_weaver

JGO Coder


Medals: 17



« Reply #1 - Posted 2012-07-10 21:51:34 »

Perhaps change the guard to if (sprite.getY() <= floor && speed < 0).

Also if the guard is true then explicitly set the y position.

Ideally you should have the guards before you set the Y value.  Should be possible with some refactoring.
Offline wookoouk

Senior Newbie





« Reply #2 - Posted 2012-07-10 22:00:57 »

Thank you,

I made the changes you suggested and it is working fine.

private void gravity() {

      float Y = sprite.getY();

      speed += accel * Gdx.graphics.getDeltaTime();

      if (sprite.getY() <= floor && speed < 0) {
         grounded = true;
         speed = 0;
         sprite.setY(floor);
      }
      Y += speed * Gdx.graphics.getDeltaTime();
      sprite.setY(Y);
   }
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Offline _Al3x

Senior Member


Medals: 7


Indie Games FTW!


« Reply #3 - Posted 2012-07-14 14:54:28 »

[.code] and [./code] (Without the dots) are your friends, me too btw Smiley

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