http://joren.tk/blocks/pluginlab.htm
Or if the link doesn't work read below
when I receive [game: jump v]
set [jump? v] to (1)
change y by (2)
set [v speed v] to (5)
when [up arrow v] key pressed
if <(jump?) = (0)>
broadcast [game: jump]
end
when I receive [game: start v]
repeat until <not <(screen) = (screen)>>
change y by (v speed)
if <not <touching [ground v]?>>
change [v speed v] by (-0.25)
else
change y by (((v speed) + (1)) * (-1))
set [v speed v] to (0)
set [jump? v] to (0)
wait until <<not <touching [ground v]?>> or <(jump?) = (1)>>
end
end
when I receive [game: start v]
set [ghost v] effect to (100)
repeat until <not <(screen) = (screen)>>
set x to ( [x position v] of [sensor2 v] )
end
when I receive [game: jump v]
set [jump? v] to (1)
change y by (2)
set [v speed v] to (5)
when [up arrow v] key pressed
if <(jump?) = (0)>
broadcast [game: jump]
end
when I receive [game: start v]
repeat until <not <(screen) = (screen)>>
change y by (v speed)
if <not <touching [ground v]?>>
change [v speed v] by (-0.25)
else
change y by (((v speed) + (1)) * (-1))
set [v speed v] to (0)
set [jump? v] to (0)
wait until <<not <touching [ground v]?>> or <(jump?) = (1)>>
end
end
when I receive [game: start v]
set [ghost v] effect to (100)
repeat until <not <(screen) = (screen)>>
set x to ( [x position v] of [sensor2 v] )
end
Then at the bottom it says in hyperlink blue: parse script!
I got the link from another post. It's a closed topic though.
My question is: What...does...this...mean?
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Hmm...It looks like a jumping script, I notice some things in there to make sure you don't jump again while in midair...It also seems to have some sort of gravity effect, but I couldn't tell you precisely what it would do, besides the stuff I already mentioned.
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bizzib wrote:
when I receive [game: jump v] set [jump? v] to (1) change y by (2) set [v speed v] to (5) when [up arrow v] key pressed if <(jump?) = (0)> broadcast [game: jump] end when I receive [game: start v] repeat until <not <(screen) = (screen)>> change y by (v speed) if <not <touching [ground v]?>> change [v speed v] by (-0.25) else change y by (((v speed) + (1)) * (-1)) set [v speed v] to (0) set [jump? v] to (0) wait until <<not <touching [ground v]?>> or <(jump?) = (1)>> end end when I receive [game: start v] set [ghost v] effect to (100) repeat until <not <(screen) = (screen)>> set x to ( [x position v] of [sensor2 v] ) end when I receive [game: jump v] set [jump? v] to (1) change y by (2) set [v speed v] to (5) when [up arrow v] key pressed if <(jump?) = (0)> broadcast [game: jump] end when I receive [game: start v] repeat until <not <(screen) = (screen)>> change y by (v speed) if <not <touching [ground v]?>> change [v speed v] by (-0.25) else change y by (((v speed) + (1)) * (-1)) set [v speed v] to (0) set [jump? v] to (0) wait until <<not <touching [ground v]?>> or <(jump?) = (1)>> end end when I receive [game: start v] set [ghost v] effect to (100) repeat until <not <(screen) = (screen)>> set x to ( [x position v] of [sensor2 v] ) end
A jumping script?
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sonicfan12p wrote:
Hmm...It looks like a jumping script, I notice some things in there to make sure you don't jump again while in midair...It also seems to have some sort of gravity effect, but I couldn't tell you precisely what it would do, besides the stuff I already mentioned.
Thanks anyway...
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