Physics cursor
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/* 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);