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Скачать или смотреть Coyote Jump and Jump Buffer Input in Godot Marble Game (Accentuated Buffer Size For Demonstration)

  • Colton Phillips
  • 2025-02-08
  • 66
Coyote Jump and Jump Buffer Input in Godot Marble Game (Accentuated Buffer Size For Demonstration)
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Описание к видео Coyote Jump and Jump Buffer Input in Godot Marble Game (Accentuated Buffer Size For Demonstration)

In this update I have added "Coyote Jumps" and "Buffered Jumps" and I have attempted to reduce the contribution of bounce-momentum based linear velocity forces which can create unfair jump heights immediately after landing (a mouthful I know!) In this demo the buffer sizes are very large to accentuate the effect this feature has.

Coyote jumps are jumps that can be enacted after the rigid body or player has already left the ground for a certain time window. These are helpful for when you attempt to jump the moment after you leave a platform, or the moment after you make a collision-bounce in a physics system, like the rigid body of my marble.

Buffered jumps are sort of the opposite. If you press the jump button slightly before you land onto a platform, you actually want to still apply the jump force, or the player will feel like their input is being ignored. This enables you to jump repeatedly again and again with ease.

When applying a force or impulse to a rigid body in a physics engine, you can come up with situations where the forces stack on top of eachother. Without any additional calculations, Godot would send me FLYING into the air if I jumped slightly after my rigid body had landed onto a platform, compared to when standing still. We want the user's regular jumps (while stationary) to feel about as substantial as any other possible jump, so this is no bueno.

To solve this issue we calculate the total linear velocity contributing in the direction normal to the local contact normal (using the dot product) and remove it from our current overall linear velocity. On a flat surface this would effectively be setting linear_velocity.y = 0. Afterwards we apply our jump force to the applied_force being calculated that physics frame, and then we finally apply the force to the central location of the marble. I don't really think this works 100% of the time, but most of the time you see that each of the jumps appears fairly equal in strength and fairness. If you were trying to make a long jump, bouncing prior to the leadup should provide no substantial benefit.

Check out my games!
https://coltonphillips.itch.io/

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