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Multi-jump #50
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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:
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. |
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. |
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. |
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.
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