Physics cursor: Difference between revisions

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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(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);
/* 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]]

Latest revision as of 15:46, 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);