Hello,
Short time listener, first time caller here. I apologize in advance if this is a basic question!
I'm pretty new to Pico-8 and Picotron development, and I'm trying to set up functionality to allow a little character to jump when I press space. Good news is I can get it to jump. Bad news is that if I hold space, it keeps jumping.
I'm using keyp to handle the button press, like below in my jumping/falling code. Apologies in advance if this code is less than stellar...I'm more a web guy than a game dev.
function updatePlayerYSpeed(entity) oldSpeed=entity.ySpeed if(keyp("space") and not entity.isFalling and not entity.isJumping) then entity.isJumping=true end if(entity.isJumping and entity.ySpeed>-entity.maxSpeed) then if(entity.ySpeed>0) then entity.ySpeed = 0 end return entity.ySpeed-entity.speedMod elseif(entity.y<yMax) then entity.isFalling=true entity.isJumping=false return entity.ySpeed+gravity else entity.isFalling=false return 0 end end |
In Pico-8, I can disable the repeat on btnp with the following snippet, but that doesn't seem to apply to keyp, with disableRepeatDelay
set to 255.
poke(0x5f5c,disableRepeatDelay)
Does anyone know if there is an equivalent in Picotron? I know the above works if I use btnp, but given the more PC-oriented nature of Picotron I want to map it to specific keyboard controls (or maybe even make it remappable at some point.
Thanks in advance!
On a non-question related note, I just have to say I'm so excited to be playing with all of this. I never grew up with the old Atari computers and all that, so it gives me a feeling of whatever you would call a sense of nostalgia for something you never experienced firsthand.
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