Events bleeding together

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Post » Tue Oct 12, 2010 5:54 am

I am having trouble with my wall jumping.

http://dl.dropbox.com/u/1487524/Scirra/WallJump.cap

This cap shows where the issue is. The problem arises from the event "On player 1 pressed jump". If the player holds down the jump key from the first wall jump, the second wall jump will trigger. It is only when it gets back to the original wall that it stops.
[u:rfsi3yuu]
So, the 'key pressed" event is triggering if it is still held down from the previous "key pressed" event.[/u:rfsi3yuu]

I have made a few attempts at getting around this, using PVs to check the key has been released, this works a bit, but still fails the first time a wall jump is performed on each direction.

Anyone got any ideas on how I might get around this situation?
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Post » Tue Oct 12, 2010 9:53 am

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Post » Tue Oct 12, 2010 8:32 pm

The complete opposite of what I meant! But perfectly set up to achieve what I wanted. I wanted it so the player had to press the button for each and every wall jump, and your example there, when changed to "key pressed" worked like a charm. I knew it would come down to merging the two directions into on event tree.

Thank you very much Citnarf, highly appreciated! This has been gumming up the works in my game.
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