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Added multi-jumps to jump method/can_jump interval test #1961

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78 changes: 66 additions & 12 deletions arcade/physics_engines.py
Original file line number Diff line number Diff line change
Expand Up @@ -298,6 +298,7 @@ def __init__(self,
gravity_constant: float = 0.5,
ladders: Optional[Union[SpriteList, Iterable[SpriteList]]] = None,
walls: Optional[Union[SpriteList, Iterable[SpriteList]]] = None,
jump_delay: int = 0
):
self._ladders: Optional[List[SpriteList]]
self._platforms: List[SpriteList]
Expand All @@ -322,6 +323,8 @@ def __init__(self,
self.gravity_constant: float = gravity_constant
self.jumps_since_ground: int = 0
self.allowed_jumps: int = 1
self.jump_delay = jump_delay
self.jump_ticks = jump_delay
self.allow_multi_jump: bool = False

# The property object for ladders. This allows us setter/getter/deleter capabilities in safe manner
Expand Down Expand Up @@ -378,17 +381,17 @@ def is_on_ladder(self):
# Check for touching a ladder
if self.ladders:
hit_list = check_for_collision_with_lists(self.player_sprite, self.ladders)
if len(hit_list) > 0:
if len(hit_list) > 0 and self.jump_ticks >= self.jump_delay:
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self.jumps_since_ground = 0
return True
return False

def can_jump(self, y_distance: float = 5) -> bool:
def is_on_ground(self, y_distance: float = 5) -> bool:
"""
Method that looks to see if there is a floor under
the player_sprite. If there is a floor, the player can jump
and we return a True.
the player_sprite. If there is a floor, we return a True.

:returns: True if there is a platform below us
:returns: True if there is a platform below us.
"""

# Move down to see if we are on a platform
Expand All @@ -401,8 +404,22 @@ def can_jump(self, y_distance: float = 5) -> bool:

if len(hit_list) > 0:
self.jumps_since_ground = 0
return True
else:
return False

def can_jump(self, y_distance: float = 5) -> bool:
"""
Method that looks to see if there is a floor under
the player_sprite. If there is a floor, the player can jump
and we return a True.

:returns: True if there is a platform below us
"""

if len(hit_list) > 0 or self.allow_multi_jump and self.jumps_since_ground < self.allowed_jumps:
if (self.is_on_ground(y_distance) or self.is_on_ladder() or self.allow_multi_jump and
self.jumps_since_ground < self.allowed_jumps and
self.jump_ticks >= self.jump_delay):
return True
else:
return False
Expand All @@ -414,9 +431,10 @@ def enable_multi_jump(self, allowed_jumps: int):
(1 allows only a single jump, 2 enables double-jump, etc)

If you enable multi-jump, you MUST call increment_jump_counter()
every time the player jumps. Otherwise they can jump infinitely.
every time the player jumps. Otherwise, they can jump infinitely.

:param allowed_jumps:
:param allowed_jumps: Maximum number of jumps allowed
:param jump_delay: Number of ticks before another jump is allowed
"""
self.allowed_jumps = allowed_jumps
self.allow_multi_jump = True
Expand All @@ -432,17 +450,51 @@ def disable_multi_jump(self):
self.allowed_jumps = 1
self.jumps_since_ground = 0

def jump(self, velocity: int):
""" Have the character jump. """
self.player_sprite.change_y = velocity
self.increment_jump_counter()
def jump(self, velocity: int,
air_jump_velocity: Optional[int] = None,
air_jump_style: Optional[str] = "set",
jump_velocity_limit: Optional[int] = None):
""" Have the character jump. Multijump can be set with a separate in-air velocity and air jumps can be
set to be additive, limited, or a set value. Additive only adds to the player's change_y velocity. Limited
will add to the players' change_y until the jump_velocity limit. Set always sets the players velocity
to their air jump speed. """
if self.can_jump():
# Air Jump logic
if self.jumps_since_ground > 0:
# This checks if air_jump_velocity is set. If not it will default to the velocity for all air jumps.
if air_jump_velocity:
air_jump = air_jump_velocity
else:
air_jump = velocity
if air_jump_style == "additive":
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Would it be better to use a constant/enum for this?>

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Looking into it.

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Does the current version of the code better fulfill your intent?

self.player_sprite.change_y += air_jump
elif air_jump_style == "limited":
if not jump_velocity_limit:
jump_velocity_limit = air_jump
if self.player_sprite.change_y < 0:
self.player_sprite.change_y = air_jump
elif self.player_sprite.change_y + air_jump < jump_velocity_limit:
self.player_sprite.change_y += air_jump
else:
self.player_sprite.change_y = jump_velocity_limit
elif air_jump_style == "set":
self.player_sprite.change_y = air_jump
else:
raise ValueError("Air jump style set is not valid. Use additive, limited, or set.")

# Ground Jump Logic
else:
self.player_sprite.change_y = velocity

self.increment_jump_counter()

def increment_jump_counter(self):
"""
Updates the jump counter for multi-jump tracking
"""
if self.allow_multi_jump:
self.jumps_since_ground += 1
self.jump_ticks = 0

def update(self):
"""
Expand All @@ -460,6 +512,8 @@ def update(self):
# print(f"Spot F ({self.player_sprite.center_x}, {self.player_sprite.center_y})")

# print(f"Spot B ({self.player_sprite.center_x}, {self.player_sprite.center_y})")
if self.jump_ticks < self.jump_delay:
self.jump_ticks += 1

for platform_list in self.platforms:
for platform in platform_list:
Expand Down
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