Invert collision to reset jump strength

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  • Hi,

    I'm working on a bumper that increases jump strength. Now, I have a system in place to ensure the strength of the jump increases with every consecutive jump and then stays that way after a set number of jumps.

    Following this, I want to reset the variable that is responsible for increasing the jump strength and resetting the jump strength itself.

    It is for this purpose that I need to Invert the collision check, because I intend to use this bumper on a number of different surfaces, which means that the player will need to have the jump reset.

    Is there any way to do this?

    dropbox.com/s/zkshc2fgyegc8zp/01.capx

  • By invert the collision, do you mean check if the player isn't colliding?

  • Hey Fynnick.

    Try inverting a "Object is overlapping Object" condition instead of using the normal colliding check.

  • By invert the collision, do you mean check if the player isn't colliding?

    Hey Fynnick.

    Try inverting a "Object is overlapping Object" condition instead of using the normal colliding check.

    I tried it, and it doesn't work, since it conflicts with the variable that increases the jump strength everytime it collides with the bumper.

    I need it to reset the variables when the object is not in air and while it is not on another surface, not colliding with the bumper.

  • How's this?

    db.tt/3w9BuuyT

  • How's this?

    http://db.tt/3w9BuuyT

    Yep I have that as a hotfix backup, but I wanted to know if there was a way to do it for any number of different objects so that there is no need to check collision with every single one of them.

    That said, thanks again :)

  • No worries mate, and yes you can do that with families.

    Set all your bouncable objects into a family and then you can use that to test the collision instead of the sprite. Very handy but you need to have a licensed version if you dont already.

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  • Oh yeah, that'll definitely do the job. N yeah using a licensed version :)

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