[Audyssey] Making a Character Jump In BGT

2016-01-06 Thread Gavin Grundlingh

Hi all,

I'm trying to make a character jump in BGT. I managed to make it stay in 
the air for the specified amount of time, but I can't figure out how to 
make it land after that time has elapsed. I'll paste a code fragment below:


if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}

I have a suspicion that I'm missing something stupidly logical to make 
it work. Any feedback is appreciated.


Regards,

Gavin

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Re: [Audyssey] Making a Character Jump In BGT

2016-01-06 Thread john
Are you putting the character back on the ground?

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 4:33
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: [Audyssey] Making a Character Jump In BGT

Hi all,

I'm trying to make a character jump in BGT. I managed to make it stay in
the air for the specified amount of time, but I can't figure out how to
make it land after that time has elapsed. I'll paste a code fragment below:

if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}

I have a suspicion that I'm missing something stupidly logical to make
it work. Any feedback is appreciated.

Regards,

Gavin

---
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Re: [Audyssey] Making a Character Jump In BGT

2016-01-06 Thread Gavin Grundlingh

Hi John,

Yes, I want to put the character back on the ground after the 700 
milliseconds, but I don't know how to make that bit of code wait until 
the jump timer is finished without using a second while loop, which will 
break execution of the rest of my script.



On 1/6/2016 16:13, john wrote:

Are you putting the character back on the ground?

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 4:33
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: [Audyssey] Making a Character Jump In BGT

Hi all,

I'm trying to make a character jump in BGT. I managed to make it stay in
the air for the specified amount of time, but I can't figure out how to
make it land after that time has elapsed. I'll paste a code fragment below:

if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}

I have a suspicion that I'm missing something stupidly logical to make
it work. Any feedback is appreciated.

Regards,

Gavin

---
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Re: [Audyssey] Making a Character Jump In BGT

2016-01-06 Thread Philip Bennefall

Hi Gavin,

Assuming that you don't intend to let the user move in two dimensions 
(e.g. your map is only a 1d grid with left/right movement), you can 
implement jumping in a hacky way with a flag and a timer. BGT:ish 
pseudocode follows:


const int jump_limit_ms=200; // The amount of time the character must 
wait after landing before they can jump again.
const int jump_time_ms=800; // How long the character should stay in the 
air.

timer jumptimer;
bool jumping=false;;
if(key_pressed(KEY_J) and jumping==false and 
jumptimer.elapsed>=jump_limit_ms)

{
play jump sound;
jumping=true;
jumptimer.restart();
}

if(jumping and jumptimer.elapsed>=jump_time_ms)
{
play landing sound;
jumping=false;
jumptimer.restart();
}

Of course, you'll want to wrap this into a more modular player class. 
This is just a very basic starting point from which you can build 
further. Remember that with this setup it is perfectly fine for the 
player to move in the air; you just have to check the jumping flag to 
see if anything special should happen if the player moves onto a 
particular tile while jumping.


Note that if you do want your character to be able to travel in 2 or 3 
dimensions (e.g. proper movement), the procedure is more involved. You 
will then need to move the character on the x and y and possibly z axis 
depending on how high and how far they jump.


Good luck!

Kind regards,

Philip Bennefall

On 1/6/2016 4:07 PM, Gavin Grundlingh wrote:
Thanks for the code snippet, John. The problem is that wait pauses 
execution of the entire script, so while I'm in the air, I wouldn't be 
able to move, shoot, or anything else.



On 1/6/2016 17:04, john wrote:

Note that in the below, wait means execute your timer.
if(key_pressed(KEY_J))
{
height=1;//in the air
play(jump);
wait(700);
height=0;//on the ground
play(land);
}
And now whenever it matters if the player is jumped, just check the 
height

variable.

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 9:54
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] Making a Character Jump In BGT

Hi John,

Yes, I want to put the character back on the ground after the 700
milliseconds, but I don't know how to make that bit of code wait until
the jump timer is finished without using a second while loop, which will
break execution of the rest of my script.


On 1/6/2016 16:13, john wrote:

Are you putting the character back on the ground?

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 4:33
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: [Audyssey] Making a Character Jump In BGT

Hi all,

I'm trying to make a character jump in BGT. I managed to make it 
stay in

the air for the specified amount of time, but I can't figure out how to
make it land after that time has elapsed. I'll paste a code fragment
below:

if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}

I have a suspicion that I'm missing something stupidly logical to make
it work. Any feedback is appreciated.

Regards,

Gavin

---
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Re: [Audyssey] Making a Character Jump In BGT

2016-01-06 Thread Gavin Grundlingh
Thanks for the code snippet, John. The problem is that wait pauses 
execution of the entire script, so while I'm in the air, I wouldn't be 
able to move, shoot, or anything else.



On 1/6/2016 17:04, john wrote:

Note that in the below, wait means execute your timer.
if(key_pressed(KEY_J))
{
height=1;//in the air
play(jump);
wait(700);
height=0;//on the ground
play(land);
}
And now whenever it matters if the player is jumped, just check the height
variable.

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 9:54
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] Making a Character Jump In BGT

Hi John,

Yes, I want to put the character back on the ground after the 700
milliseconds, but I don't know how to make that bit of code wait until
the jump timer is finished without using a second while loop, which will
break execution of the rest of my script.


On 1/6/2016 16:13, john wrote:

Are you putting the character back on the ground?

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 4:33
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: [Audyssey] Making a Character Jump In BGT

Hi all,

I'm trying to make a character jump in BGT. I managed to make it stay in
the air for the specified amount of time, but I can't figure out how to
make it land after that time has elapsed. I'll paste a code fragment
below:

if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}

I have a suspicion that I'm missing something stupidly logical to make
it work. Any feedback is appreciated.

Regards,

Gavin

---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] Making a Character Jump In BGT

2016-01-06 Thread john
Note that in the below, wait means execute your timer.
if(key_pressed(KEY_J))
{
height=1;//in the air
play(jump);
wait(700);
height=0;//on the ground
play(land);
}
And now whenever it matters if the player is jumped, just check the height 
variable.

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 9:54
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] Making a Character Jump In BGT

Hi John,

Yes, I want to put the character back on the ground after the 700
milliseconds, but I don't know how to make that bit of code wait until
the jump timer is finished without using a second while loop, which will
break execution of the rest of my script.


On 1/6/2016 16:13, john wrote:
> Are you putting the character back on the ground?
>
> --
> From: "Gavin Grundlingh" <g.batw...@gmail.com>
> Sent: Wednesday, January 06, 2016 4:33
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Subject: [Audyssey] Making a Character Jump In BGT
>
> Hi all,
>
> I'm trying to make a character jump in BGT. I managed to make it stay in
> the air for the specified amount of time, but I can't figure out how to
> make it land after that time has elapsed. I'll paste a code fragment 
> below:
>
> if (key_pressed (KEY_J))
> {
> if (Jumper.elapsed >= 700)
> {
> Jumper.restart ();
> JumpSound.play ();
> }
> LandSound.play ();
> }
>
> I have a suspicion that I'm missing something stupidly logical to make
> it work. Any feedback is appreciated.
>
> Regards,
>
> Gavin
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org.
>
>
> ---
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> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
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> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org.
>


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Re: [Audyssey] Making a Character Jump In BGT

2016-01-06 Thread Gavin Grundlingh

Hi Philip,

Thanks so much. I can take this example and port it to a 2D scenario 
using vectors and the like. This is exactly what I've been looking for. 
Thank you.



On 1/6/2016 17:16, Philip Bennefall wrote:

Hi Gavin,

Assuming that you don't intend to let the user move in two dimensions 
(e.g. your map is only a 1d grid with left/right movement), you can 
implement jumping in a hacky way with a flag and a timer. BGT:ish 
pseudocode follows:


const int jump_limit_ms=200; // The amount of time the character must 
wait after landing before they can jump again.
const int jump_time_ms=800; // How long the character should stay in 
the air.

timer jumptimer;
bool jumping=false;;
if(key_pressed(KEY_J) and jumping==false and 
jumptimer.elapsed>=jump_limit_ms)

{
play jump sound;
jumping=true;
jumptimer.restart();
}

if(jumping and jumptimer.elapsed>=jump_time_ms)
{
play landing sound;
jumping=false;
jumptimer.restart();
}

Of course, you'll want to wrap this into a more modular player class. 
This is just a very basic starting point from which you can build 
further. Remember that with this setup it is perfectly fine for the 
player to move in the air; you just have to check the jumping flag to 
see if anything special should happen if the player moves onto a 
particular tile while jumping.


Note that if you do want your character to be able to travel in 2 or 3 
dimensions (e.g. proper movement), the procedure is more involved. You 
will then need to move the character on the x and y and possibly z 
axis depending on how high and how far they jump.


Good luck!

Kind regards,

Philip Bennefall

On 1/6/2016 4:07 PM, Gavin Grundlingh wrote:
Thanks for the code snippet, John. The problem is that wait pauses 
execution of the entire script, so while I'm in the air, I wouldn't 
be able to move, shoot, or anything else.



On 1/6/2016 17:04, john wrote:

Note that in the below, wait means execute your timer.
if(key_pressed(KEY_J))
{
height=1;//in the air
play(jump);
wait(700);
height=0;//on the ground
play(land);
}
And now whenever it matters if the player is jumped, just check the 
height

variable.

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 9:54
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] Making a Character Jump In BGT

Hi John,

Yes, I want to put the character back on the ground after the 700
milliseconds, but I don't know how to make that bit of code wait until
the jump timer is finished without using a second while loop, which 
will

break execution of the rest of my script.


On 1/6/2016 16:13, john wrote:

Are you putting the character back on the ground?

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 4:33
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: [Audyssey] Making a Character Jump In BGT

Hi all,

I'm trying to make a character jump in BGT. I managed to make it 
stay in
the air for the specified amount of time, but I can't figure out 
how to

make it land after that time has elapsed. I'll paste a code fragment
below:

if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}

I have a suspicion that I'm missing something stupidly logical to make
it work. Any feedback is appreciated.

Regards,

Gavin

---
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gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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list,
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Re: [Audyssey] Making a Character Jump In BGT

2016-01-06 Thread Bryan Peterson
LOL. NowI remember why my work with BGT has been so sporadic. Then again as 
someone whose worst subject in school was anything Math related I probably 
shouldn't be surprised I had suc difficulty with coding.




Focus your powers and prepare for buttle.
-Original Message- 
From: Gavin Grundlingh

Sent: Wednesday, January 06, 2016 8:30 AM
To: phi...@blastbay.com ; Gamers Discussion list
Subject: Re: [Audyssey] Making a Character Jump In BGT

Hi Philip,

Thanks so much. I can take this example and port it to a 2D scenario
using vectors and the like. This is exactly what I've been looking for.
Thank you.


On 1/6/2016 17:16, Philip Bennefall wrote:

Hi Gavin,

Assuming that you don't intend to let the user move in two dimensions 
(e.g. your map is only a 1d grid with left/right movement), you can 
implement jumping in a hacky way with a flag and a timer. BGT:ish 
pseudocode follows:


const int jump_limit_ms=200; // The amount of time the character must wait 
after landing before they can jump again.
const int jump_time_ms=800; // How long the character should stay in the 
air.

timer jumptimer;
bool jumping=false;;
if(key_pressed(KEY_J) and jumping==false and 
jumptimer.elapsed>=jump_limit_ms)

{
play jump sound;
jumping=true;
jumptimer.restart();
}

if(jumping and jumptimer.elapsed>=jump_time_ms)
{
play landing sound;
jumping=false;
jumptimer.restart();
}

Of course, you'll want to wrap this into a more modular player class. This 
is just a very basic starting point from which you can build further. 
Remember that with this setup it is perfectly fine for the player to move 
in the air; you just have to check the jumping flag to see if anything 
special should happen if the player moves onto a particular tile while 
jumping.


Note that if you do want your character to be able to travel in 2 or 3 
dimensions (e.g. proper movement), the procedure is more involved. You 
will then need to move the character on the x and y and possibly z axis 
depending on how high and how far they jump.


Good luck!

Kind regards,

Philip Bennefall

On 1/6/2016 4:07 PM, Gavin Grundlingh wrote:
Thanks for the code snippet, John. The problem is that wait pauses 
execution of the entire script, so while I'm in the air, I wouldn't be 
able to move, shoot, or anything else.



On 1/6/2016 17:04, john wrote:

Note that in the below, wait means execute your timer.
if(key_pressed(KEY_J))
{
height=1;//in the air
play(jump);
wait(700);
height=0;//on the ground
play(land);
}
And now whenever it matters if the player is jumped, just check the 
height

variable.

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 9:54
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] Making a Character Jump In BGT

Hi John,

Yes, I want to put the character back on the ground after the 700
milliseconds, but I don't know how to make that bit of code wait until
the jump timer is finished without using a second while loop, which will
break execution of the rest of my script.


On 1/6/2016 16:13, john wrote:

Are you putting the character back on the ground?

--
From: "Gavin Grundlingh" <g.batw...@gmail.com>
Sent: Wednesday, January 06, 2016 4:33
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: [Audyssey] Making a Character Jump In BGT

Hi all,

I'm trying to make a character jump in BGT. I managed to make it stay 
in

the air for the specified amount of time, but I can't figure out how to
make it land after that time has elapsed. I'll paste a code fragment
below:

if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}

I have a suspicion that I'm missing something stupidly logical to make
it work. Any feedback is appreciated.

Regards,

Gavin

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