Press X to Jump Then While You re in the Air Press X Again to Double Jump

Double jumping is a feature that appears in many games. This tutorial will cover how to implement it in Roblox.

Setting Up

To go started, you volition demand to insert a LocalScript into StarterPlayerScripts. You can proper noun it any you desire, but you should name it something descriptive so you tin find it quickly if you demand to. In this tutorial, it will be named DoubleJump.

In this script, y'all will demand to become the player's character and that character'southward humanoid. The humanoid is the controller inside the character model that allows it to move and jump.

local localPlayer = game.Players.LocalPlayer local character local humanoid  local function characterAdded(newCharacter) 	character = newCharacter 	humanoid = newCharacter:WaitForChild("Humanoid") terminate  if localPlayer.Grapheme and so 	characterAdded(localPlayer.Character) end  localPlayer.CharacterAdded:connect(characterAdded)

The characterAdded function takes a grapheme model as an argument and stores that grapheme into the variable character. It also stores that character'due south humanoid in the humanoid variable. You should use Instance/WaitForChild instead of simply accessing newCharacter.Humanoid, equally when the character outset loads information technology could take a chip of fourth dimension for the humanoid to load.

The characterAdded role is bound to the player's Player/CharacterAdded result. Binding to CharacterAdded makes sure that this function is called every fourth dimension the player respawns. Nonetheless, sometimes on game initialization this script will run after the first thespian is spawned. To cover this instance, you also need to phone call characterAdded on the player'south graphic symbol if it already exists.

Double Jumping

To make the player's character double jump, it is important to know how the default jump works. The humanoid example which controls movement and jumping of characters has a congenital-in land machine that says how it should behave. When a histrion jumps, the country of their humanoid is set to Jumping, which applies an upwardly strength to the character model. A brief moment later, the humanoid is set to the Freefall state, which lets physics take over and pull the character back to the basis with gravity. When the character hits the ground again the state of the humanoid is set briefly to landed.

Double_jump_01.png

A uncomplicated way to implement double bound is to force the character back into the Jumping state. We tin also listen to when the state changes dorsum to Landed to forbid the character from double jumping more than once.

Double_jump_02.png

You can employ Humanoid/ChangeState to force the character back into the jumping state in order to cause the double bound.

To make the thespian's character double jump you will too demand to know when the player pressed the jump input. To do this y'all tin use an event of UserInputService called UserInputService/JumpRequest. This event is fired whenever the player tries to jump.

Add the highlighted code to your script:

local UserInputService = game:GetService("UserInputService") local localPlayer = game.Players.LocalPlayer local character local humanoid  local canDoubleJump = simulated local hasDoubleJumped = false  function onJumpRequest() 	if not grapheme or not humanoid or non character:IsDescendantOf(workspace) or 	 humanoid:GetState() == Enum.HumanoidStateType.Dead and then 		render 	end 	 	if canDoubleJump and non hasDoubleJumped and so 		hasDoubleJumped = true 		humanoid:ChangeState(Enum.HumanoidStateType.Jumping) 	end end  local role characterAdded(newCharacter) 	character = newCharacter 	humanoid = newCharacter:WaitForChild("Humanoid") 	 	humanoid.StateChanged:connect(function(old, new) 		if new == Enum.HumanoidStateType.Freefall then 			canDoubleJump = truthful 		terminate 	cease) end  if localPlayer.Character then 	characterAdded(localPlayer.Character) stop  localPlayer.CharacterAdded:connect(characterAdded) UserInputService.JumpRequest:connect(onJumpRequest)

JumpRequest is spring to the function onJumpRequest. This function offset checks if these conditions are met:

  • The character and humanoid variables are not zilch
  • The character is currently somewhere in the workspace
  • The character is currently spawned

If any of these are not fulfilled, the code stops executing by calling render. If all of them are, it moves on to the next statement. This is to forestall double jumping when there is no graphic symbol.

A player can double jump if the Humanoid is currently in freefall and has not already double jumped. The first of these conditions tin be checked with canDoubleJump which is prepare to true when the humanoid is in the Freefall state. The next condition, making certain the player hasn't already done a double jump, can exist handled with a technique called Debounce. In this example, the variable hasDoubledJumped is initially false but gets prepare to true equally soon as the humanoid performs the double jump.

If the conditions are right for a double leap, you can phone call ChangeState to forcefulness the spring.

Resetting

Although the player can now double leap, there is all the same some cleanup to do. In your testing, you probably noticed that you can but double jump once; subsequently that, you cannot do it again. This is a simple fix: when the player has landed, reset canDoubleJump and hasDoubleJumped to imitation.

local UserInputService = game:GetService("UserInputService") local localPlayer = game.Players.LocalPlayer local graphic symbol local humanoid  local canDoubleJump = imitation local hasDoubleJumped = false  function onJumpRequest() 	if non graphic symbol or non humanoid or non character:IsDescendantOf(workspace) or 	 humanoid:GetState() == Enum.HumanoidStateType.Expressionless and so 		render 	end 	 	if canDoubleJump and not hasDoubleJumped then 		hasDoubleJumped = truthful 		humanoid:ChangeState(Enum.HumanoidStateType.Jumping) 	end cease  local function characterAdded(newCharacter) 	graphic symbol = newCharacter 	humanoid = newCharacter:WaitForChild("Humanoid") 	hasDoubleJumped = false 	canDoubleJump = false 	 	humanoid.StateChanged:connect(function(onetime, new) 		if new == Enum.HumanoidStateType.Freefall then 			canDoubleJump = truthful 		elseif new == Enum.HumanoidStateType.Landed then 			canDoubleJump = false 			hasDoubleJumped = false 		end 	end) terminate  if localPlayer.Character and then 	characterAdded(localPlayer.Character) end  localPlayer.CharacterAdded:connect(characterAdded) UserInputService.JumpRequest:connect(onJumpRequest)

Tuning

If you test the code so far you may take noticed that if yous hold the spacebar, the double jump looks more like a bigger spring than a second one. This is considering Enum/HumanoidStateType/Freefall is fix before the player starts to really fall. To fix this, and make the double jump wait more like a 2d bound, y'all should wait before setting canDoubleJump to truthful.

Yous tin can also brand the second leap more pronounced past increasing the jump ability for the 2d bound. You can prepare the force of the leap with Humanoid/JumpPower. Just exist sure to reset JumpPower back to its initial value once the character has landed.

local UserInputService = game:GetService("UserInputService") local localPlayer = game.Players.LocalPlayer local character local humanoid  local canDoubleJump = faux local hasDoubleJumped = simulated local oldPower local TIME_BETWEEN_JUMPS = 0.two local DOUBLE_JUMP_POWER_MULTIPLIER = ii  function onJumpRequest() 	if not character or non humanoid or non character:IsDescendantOf(workspace) or 	 humanoid:GetState() == Enum.HumanoidStateType.Dead then 		render 	end 	 	if canDoubleJump and not hasDoubleJumped so 		hasDoubleJumped = true 		humanoid.JumpPower = oldPower * DOUBLE_JUMP_POWER_MULTIPLIER 		humanoid:ChangeState(Enum.HumanoidStateType.Jumping) 	end end  local part characterAdded(newCharacter) 	graphic symbol = newCharacter 	humanoid = newCharacter:WaitForChild("Humanoid") 	hasDoubleJumped = simulated 	canDoubleJump = false 	oldPower = humanoid.JumpPower 	 	humanoid.StateChanged:connect(function(sometime, new) 		if new == Enum.HumanoidStateType.Landed then 			canDoubleJump = false 			hasDoubleJumped = false 			humanoid.JumpPower = oldPower 		elseif new == Enum.HumanoidStateType.Freefall then 			wait(TIME_BETWEEN_JUMPS) 			canDoubleJump = true 		cease 	end) terminate  if localPlayer.Character then 	characterAdded(localPlayer.Character) end  localPlayer.CharacterAdded:connect(characterAdded) UserInputService.JumpRequest:connect(onJumpRequest)

Anyone who joins your game can at present double jump every bit they wish.

Conclusion

Double jumping is a useful mechanic to add depth to your game. In that location are some things that you might want to tweak, such equally TIME_BETWEEN_JUMPS and DOUBLE_JUMP_POWER_MULTIPLIER, to alter how long later the first jump a player must await before double jumping or the ability of the double jump respectively.

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Source: https://developer.roblox.com/en-us/articles/Double-Jumping

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