Modified:
/sbfury/states.py
=======================================
--- /sbfury/states.py Sat Jan 2 22:59:20 2010
+++ /sbfury/states.py Sun Jan 3 15:20:56 2010
@@ -115,7 +115,10 @@
self.player.move(dx, dy)
if c.jump:
- self.player.change_state(JumpWalk(self.player, dx))
+ if dx > 0:
+ self.player.change_state(JumpWalk(self.player, 1))
+ else:
+ self.player.change_state(JumpWalk(self.player, -1))
if not (c.up or c.down or c.left or c.right):
self.player.change_state(Stand(self.player))
@@ -429,6 +432,9 @@
self.soft_dx = 0
self.soft_dy = 0
+ self.dy += dt * 15
+ self.player.dy += self.dy
+
if self.player.control.left:
self.soft_dx = -speed
elif self.player.control.right:
@@ -441,10 +447,12 @@
self.player.move(self.soft_dx, self.soft_dy)
+ if self.player.are_in_flood():
+ self.player.change_state(Stand(self.player))
class JumpWalk(Jump):
- def __init__(self, player, vx, dy=-12):
+ def __init__(self, player, vx, dy=-4.0):
Jump.__init__(self, player, dy)
player.set_animation('jumpwalk')
#player.bandage.set_state('jumpstand')
@@ -473,9 +481,9 @@
def update(self, dt):
Jump.update(self, dt)
- self.player.move(self.vx, 0)
- self.dy += 0.5
- self.player.dy += self.dy
+ self.player.move((self.vx * 200) * dt, 0)
+ #self.dy += 0.5
+ #self.player.dy += self.dy
self.state()
if self.player.control.attack:
@@ -487,7 +495,7 @@
class JumpStand(Jump):
- def __init__(self, player, dy=-12):
+ def __init__(self, player, dy=-4.5):
Jump.__init__(self, player, dy)
player.set_animation('jumpstand')
#player.bandage.set_state('jumpstand')
@@ -498,8 +506,9 @@
self.initial_dy = dy
def update(self, dt):
+ '''
Jump.update(self, dt)
- self.dy += dt * 100
+ self.dy += dt * 10
self.player.dy += self.dy
self.state()
@@ -508,6 +517,8 @@
dy = self.dy
idy = self.initial_dy
self.player.change_state(AttackJumpStand(p, dy, idy))
+ '''
+ Jump.update(self, dt)
def when_jump(self):
if self.dy > -3:
@@ -527,13 +538,13 @@
class JumpRun(JumpWalk):
- def __init__(self, player, vx, dy=-12):
+ def __init__(self, player, vx, dy=-4.5):
JumpWalk.__init__(self, player, vx, dy)
def update(self):
self.player.move(self.vx, 0)
- self.dy += 0.5
- self.player.dy += self.dy
+ #self.dy += 0.5
+ #self.player.dy += self.dy
self.state()
if self.player.control.attack: