Physics cursor: Difference between revisions
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Guest-1052 (talk | contribs) (beautifier.io) |
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<p></p><syntaxhighlight lang="javascript"> | <p></p><syntaxhighlight lang="javascript"> | ||
/* Physics cursor script by fp, used for most physics parkour worlds. Often edited and also mixed with the improved Guest cursors script, Also often mixed with a ratelimit of 0 chars per second */ keyConfig.cursorUp = ""; keyConfig.cursorDown = ""; keyConfig.cursorLeft = ""; keyConfig.cursorRight = ""; var backpressureX = 0; var backpressureY = 0; var velocityX = 0; var velocityY = 0; var keyLeft = false; var keyRight = false; var keyUp = false; document.addEventListener("keydown", function(e) { if(checkKeyPress(e, "UP")) { keyUp = true; } if(checkKeyPress(e, "LEFT")) { keyLeft = true; } if(checkKeyPress(e, "RIGHT")) { keyRight = true; } }); document.addEventListener("keyup", function(e) { if(checkKeyPress(e, "UP")) { keyUp = false; } if(checkKeyPress(e, "LEFT")) { keyLeft = false; } if(checkKeyPress(e, "RIGHT")) { keyRight = false; } }); function tick() { backpressureY += velocityY + 0.7; velocityY /= 1.2; backpressureX += velocityX; velocityX /= 1.2; if(keyLeft) velocityX -= 2; if(keyRight) velocityX += 2; if(keyUp) { moveCursor("down"); var char = getChar(); moveCursor("up"); if( | /* Physics cursor script by fp, used for most physics parkour worlds. Often edited and also mixed with the improved Guest cursors script, Also often mixed with a ratelimit of 0 chars per second */ | ||
keyConfig.cursorUp = ""; | |||
keyConfig.cursorDown = ""; | |||
keyConfig.cursorLeft = ""; | |||
keyConfig.cursorRight = ""; | |||
var backpressureX = 0; | |||
var backpressureY = 0; | |||
var velocityX = 0; | |||
var velocityY = 0; | |||
var keyLeft = false; | |||
var keyRight = false; | |||
var keyUp = false; | |||
document.addEventListener("keydown", function(e) { | |||
if (checkKeyPress(e, "UP")) { | |||
keyUp = true; | |||
} | |||
if (checkKeyPress(e, "LEFT")) { | |||
keyLeft = true; | |||
} | |||
if (checkKeyPress(e, "RIGHT")) { | |||
keyRight = true; | |||
} | |||
}); | |||
document.addEventListener("keyup", function(e) { | |||
if (checkKeyPress(e, "UP")) { | |||
keyUp = false; | |||
} | |||
if (checkKeyPress(e, "LEFT")) { | |||
keyLeft = false; | |||
} | |||
if (checkKeyPress(e, "RIGHT")) { | |||
keyRight = false; | |||
} | |||
}); | |||
function tick() { | |||
backpressureY += velocityY + 0.7; | |||
velocityY /= 1.2; | |||
backpressureX += velocityX; | |||
velocityX /= 1.2; | |||
if (keyLeft) velocityX -= 2; | |||
if (keyRight) velocityX += 2; | |||
if (keyUp) { | |||
moveCursor("down"); | |||
var char = getChar(); | |||
moveCursor("up"); | |||
if (char != " ") { | |||
velocityY -= 3; | |||
} | |||
} | |||
if (!keyLeft && !keyRight && Math.abs(velocityX) > 0.5) velocityX = 0; | |||
if (backpressureY >= 1) { | |||
backpressureY %= 1; | |||
moveCursor("down"); | |||
if (getChar() != " ") { | |||
moveCursor("up"); | |||
velocityY = 0; | |||
} | |||
} else if (backpressureY <= -1) { | |||
backpressureY %= 1; | |||
moveCursor("up"); | |||
if (getChar() != " ") { | |||
moveCursor("down"); | |||
velocityY = 0; | |||
} | |||
} | |||
if (backpressureX >= 1) { | |||
backpressureX %= 1; | |||
moveCursor("right"); | |||
if (getChar() != " ") { | |||
velocityX = 0; | |||
moveCursor("left"); | |||
} | |||
} else if (backpressureX <= -1) { | |||
backpressureX %= 1; | |||
moveCursor("left"); | |||
if (getChar() != " ") { | |||
velocityX = 0; | |||
moveCursor("right"); | |||
} | |||
} | |||
}; | |||
setInterval(tick, 1000 / 30); | |||
</syntaxhighlight> | </syntaxhighlight> | ||
[[Category:Scripts]] | [[Category:Scripts]] |
Revision as of 14:46, 3 September 2024
/* Physics cursor script by fp, used for most physics parkour worlds. Often edited and also mixed with the improved Guest cursors script, Also often mixed with a ratelimit of 0 chars per second */
keyConfig.cursorUp = "";
keyConfig.cursorDown = "";
keyConfig.cursorLeft = "";
keyConfig.cursorRight = "";
var backpressureX = 0;
var backpressureY = 0;
var velocityX = 0;
var velocityY = 0;
var keyLeft = false;
var keyRight = false;
var keyUp = false;
document.addEventListener("keydown", function(e) {
if (checkKeyPress(e, "UP")) {
keyUp = true;
}
if (checkKeyPress(e, "LEFT")) {
keyLeft = true;
}
if (checkKeyPress(e, "RIGHT")) {
keyRight = true;
}
});
document.addEventListener("keyup", function(e) {
if (checkKeyPress(e, "UP")) {
keyUp = false;
}
if (checkKeyPress(e, "LEFT")) {
keyLeft = false;
}
if (checkKeyPress(e, "RIGHT")) {
keyRight = false;
}
});
function tick() {
backpressureY += velocityY + 0.7;
velocityY /= 1.2;
backpressureX += velocityX;
velocityX /= 1.2;
if (keyLeft) velocityX -= 2;
if (keyRight) velocityX += 2;
if (keyUp) {
moveCursor("down");
var char = getChar();
moveCursor("up");
if (char != " ") {
velocityY -= 3;
}
}
if (!keyLeft && !keyRight && Math.abs(velocityX) > 0.5) velocityX = 0;
if (backpressureY >= 1) {
backpressureY %= 1;
moveCursor("down");
if (getChar() != " ") {
moveCursor("up");
velocityY = 0;
}
} else if (backpressureY <= -1) {
backpressureY %= 1;
moveCursor("up");
if (getChar() != " ") {
moveCursor("down");
velocityY = 0;
}
}
if (backpressureX >= 1) {
backpressureX %= 1;
moveCursor("right");
if (getChar() != " ") {
velocityX = 0;
moveCursor("left");
}
} else if (backpressureX <= -1) {
backpressureX %= 1;
moveCursor("left");
if (getChar() != " ") {
velocityX = 0;
moveCursor("right");
}
}
};
setInterval(tick, 1000 / 30);