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Multi-jump #50

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bboudaoud-nv opened this issue Aug 6, 2019 · 3 comments
Closed

Multi-jump #50

bboudaoud-nv opened this issue Aug 6, 2019 · 3 comments
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@bboudaoud-nv
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As part of an effort to port all motion to what has up to now been referred to as walkMode=True we realized that jumps can be "infinitely stacked" in this mode. We need to put in place some sort of mechanism to limit the player's ability to jump as high/as many times as they'd like.

This is related to #36.

@bboudaoud-nv
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bboudaoud-nv commented Aug 7, 2019

Walk mode is now the only mode supported in the app. This issue remains for now. @jspjutNV suggests we implement a dual-pronged jump control:

  • Jump rate limiting: Limit players to jumping on a minimum interval, this can be set to 0 to allow the current "infinite" jump
  • Jump Contact Requirement: It would be fairly simple to implement jump logic that only works if the player (sphere used for contact simulation) is in contact with one or more surfaces. This would allow "wall running" sort of behavior, but that might be considered a feature.

The only immediate issue I see with implementing either/both of these is that a player could theoretically hang from the ceiling by using this as their contact surface. It's not useful (for now) but we should remember to revisit this if we ever decide to implement a competitive multi-player mode.

@bboudaoud-nv
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Jump rate limiting has been implemented successfully. There is now an issue wherein the jump contact requirement seems to only work when the player is not moving. I'm not sure why, but I'm guessing it has to do with contact simulation when the velocity != 0.

@bboudaoud-nv
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The jump contact requirement is now working much better. I'm closing this issue for now. If additional issues are noticed w/ the jump feature not behaving as described this issue can be reopened or another issue can be opened.

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