Posted April 9, 201312 yr Hey world of forge! Me and a friend are doing a collaboration mod, and we need a double jump function to either work when the user presses space, or presses a different key, I know how to program in java 90%, but this is bugging me! I have the class that I want to use, and I know that it reads the key when I press it, but I don't know how to make the player double-jump without it sending the player extremely far up in the air, or not doing anything at all! package megateam.megamanxrpg; import java.util.EnumSet; import java.util.Timer; import java.util.TimerTask; import net.minecraft.client.multiplayer.PlayerControllerMP; import net.minecraft.client.settings.KeyBinding; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.src.ModLoader; import org.lwjgl.input.Keyboard; import cpw.mods.fml.client.registry.KeyBindingRegistry.KeyHandler; import cpw.mods.fml.common.TickType; public class MyKeyHandler extends KeyHandler { static KeyBinding myBinding = new KeyBinding("MyBind", Keyboard.KEY_B); public int jumps = 0; public MyKeyHandler() { super(new KeyBinding[]{myBinding}, new boolean[]{false}); } @Override public String getLabel() { return "mykeybindings"; } @Override public void keyDown(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd, boolean isRepeat) { } @Override public void keyUp(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd) { } @Override public EnumSet<TickType> ticks() { return EnumSet.of(TickType.CLIENT); } } All I need to know is how to change the player data to make the player jump twice. Thanks!
April 9, 201312 yr what if you make it so when the space bar is pressed the second time, the player stops and then jumps. that should work
April 9, 201312 yr Author what if you make it so when the space bar is pressed the second time, the player stops and then jumps. that should work But how do I stop the player in mid air? I think that might work, but the player has to be on a block to be able to jump, so then how do I do that? I've tried using player.posY = player.posY + 1, but that removes all velocity from the player, and if I use changePositionAndUpdate function, the player keeps their velocity, but it flings the player up too high.
April 9, 201312 yr In the past i've done things like this. I did it in a player tick handler though, as at the time i couldn't get the tick handlers to work. You can do something like this: import java.util.EnumSet; import org.lwjgl.input.Keyboard; import net.minecraft.entity.player.EntityPlayer; import cpw.mods.fml.common.ITickHandler; import cpw.mods.fml.common.TickType; public class MyPlayerHandler implements ITickHandler { @Override public void tickStart(EnumSet<TickType> type, Object... tickData) { playerTick((EntityPlayer)tickData[0]); } private boolean hasJumped = false; private void playerTick(EntityPlayer player) { if(Keyboard.isKeyDown(Keyboard.KEY_SPACE) && (player.isJumping || player.isAirBorne) && player.motionY < 0.07 && !hasJumped) //Waaaaaay more checks than necessary { //checks for armour/abilities... player.addVelocity(0, 0.1, 0); hasJumped = true; } if(!player.isAirBorne) hasJumped = false; } @Override public void tickEnd(EnumSet<TickType> type, Object... tickData) { } @Override public EnumSet<TickType> ticks() { return EnumSet.of(TickType.PLAYER); } @Override public String getLabel() { return "MyPlayerHandler"; } } Register that in the common and client proxys using TickRegistry.registerTickHandler(new MyPlayerHandler(), /*Side.SERVER in common proxy and Side.CLIENT in client proxy*/); One thing to remember when you're working with speeds in minecraft is that the speed is m/tick which means they tend to be fairly small (normally <0.1) Also, tapping into vanilla key bindings (at least how i was doing it) caused the original ones to break, guessing that's why you used B, so this works if you want to use space not tested in 1.5, but worked in 1.4.7 github
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.