Jump to content

Recommended Posts

Posted

I am trying to make an entity that is basically a horse, and I want the riding player to be able to jump.

Currently I implemented IJumpingMount, and copied the Horse code (modified a bit).

Current travel method:

@Override
    public void travel(Vec3d movement) {
        if (this.isBeingRidden() && !isSitting()) {
            LivingEntity livingentity = (LivingEntity) this.getPassengers().get(0);
            this.rotationYaw = livingentity.rotationYaw;
            this.prevRotationYaw = this.rotationYaw;
            this.rotationPitch = livingentity.rotationPitch * 0.5F;
            this.setRotation(this.rotationYaw, this.rotationPitch);
            this.renderYawOffset = this.rotationYaw;
            this.rotationYawHead = this.renderYawOffset;
            float f = livingentity.moveStrafing * 0.5F;
            float f1 = livingentity.moveForward;
            if (f1 <= 0.0F) {
                f1 *= 0.25F;
            }

            if (this.jumpPower > 0 && !this.isJumping && onGround) {
                double d0 = 0.85f * (double) this.jumpPower;
                double d1;
                if (this.isPotionActive(Effects.JUMP_BOOST)) {
                    d1 = d0 + (double) ((float) (this.getActivePotionEffect(Effects.JUMP_BOOST).getAmplifier() + 1) * 0.1F);
                } else {
                    d1 = d0;
                }

                Vec3d vec3d = this.getMotion();
                this.setMotion(vec3d.x, d1, vec3d.z);
                this.setJumping(true);
                this.isAirBorne = true;
                if (f1 > 0.0F) {
                    float f2 = MathHelper.sin(this.rotationYaw * ((float) Math.PI / 180F));
                    float f3 = MathHelper.cos(this.rotationYaw * ((float) Math.PI / 180F));
                    this.setMotion(this.getMotion().add(-0.4F * f2 * this.jumpPower, 0.0D, (0.4F * f3 * this.jumpPower)));
                    this.playSound(SoundEvents.ENTITY_HORSE_JUMP, 0.4F, 1.0F);
                }

                this.jumpPower = 0.0F;
            }

            this.jumpMovementFactor = this.getAIMoveSpeed() * 0.1F;
            if (this.canPassengerSteer()) {
                this.setAIMoveSpeed((float) this.getAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).getValue());
                super.travel(new Vec3d(f, movement.y, f1));
            } else if (livingentity instanceof PlayerEntity) {
                this.setMotion(Vec3d.ZERO);
            }

            if (this.onGround) {
                this.jumpPower = 0.0F;
                this.setJumping(false);
            }

            this.prevLimbSwingAmount = this.limbSwingAmount;
            double d2 = this.posX - this.prevPosX;
            double d3 = this.posZ - this.prevPosZ;
            float f4 = MathHelper.sqrt(d2 * d2 + d3 * d3) * 4.0F;
            if (f4 > 1.0F) {
                f4 = 1.0F;
            }

            this.limbSwingAmount += (f4 - this.limbSwingAmount) * 0.4F;
            this.limbSwing += this.limbSwingAmount;
        } else {
            this.jumpMovementFactor = 0.02F;
            super.travel(movement);
        }
    }

I know the y motion is set to .85, but the animal is not jumping. They can move around correctly when I press WSAD, but not jump.

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.