Physics cursor
/* 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);