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player physics editor

Posted: 24 Jul 2017, 0:55
by Shadowblitz16
UPDATED 7/25/17: added jump out of water properties and swimming properties for both axises
UPDATED 8/13/17: revamped suggestion completely

I had an idea last night that was pretty cool
a player physics editor!

this would be an editor for the way the play acts in the level

basicly the editor would be multiple tabs for each powerup.
most power ups would contain these default properties like these..

Spoiler

Code: Select all

// Land (Walk)
walk_speed_foreward // this is the foreward maxiumum speed when moveing in the walk state (player switches between walk/run state here)
walk_speed_backward // this is the backward maxiumum speed when moveing in the walk state
walk_speed_downward // this is the downward maxiumum speed when falling in the walk state
walk_speed_upward   // this is the upward   maxiumum speed when jumping in the walk state (first frame)
walk_accel_foreward // this is the foreward acceleration when moveing in the walk state
walk_accel_backward // this is the backward acceleration when moveing in the walk state
walk_accel_downward // this is the downward acceleration when falling in the walk state
walk_accel_upward   // this is the upward   acceleration when jumping in the walk state (first frame)
walk_fric_foreward  // this is the foreward friction when moveing in the walk state
walk_fric_backward  // this is the backward friction when moveing in the walk state
walk_fric_downward  // this is the downward friction when falling in the walk state
walk_fric_upward    // this is the upward   friction when jumping in the walk state (first frame)
walk_pres_foreward  // this is the foreward momentum preservation in the walk state (first frame of walk state)
walk_pres_backward  // this is the backward momentum preservation in the walk state (first frame of walk state)

// Land (Run)
run_speed_foreward  // this is the foreward maxiumum speed when moveing in the run state
run_speed_backward  // this is the backward maxiumum speed when moveing in the run state
run_speed_downward  // this is the downward maxiumum speed when falling in the run state
run_speed_upward    // this is the upward   maxiumum speed when jumping in the run state (first frame)
run_accel_foreward  // this is the foreward acceleration when moveing in the run state
run_accel_backward  // this is the backward acceleration when moveing in the run state
run_accel_downward  // this is the downward acceleration when falling in the run state
run_accel_upward    // this is the upward   acceleration when jumping in the run state (first frame)
run_fric_foreward   // this is the foreward friction when moveing in the run state
run_fric_backward   // this is the backward friction when moveing in the run state
run_fric_downward   // this is the downward friction when falling in the run state
run_fric_upward     // this is the upward   friction when jumping in the run state (first frame)
run_pres_foreward   // this is the foreward momentum preservation in the run state (first frame of run state)
run_pres_backward   // this is the backward momentum preservation in the run state (first frame of run state)

//Air (Jump)
jump_speed_foreward // this is the foreward maxiumum speed when moveing in the jump state (player switches between walk/run state here)
jump_speed_backward // this is the backward maxiumum speed when moveing in the jump state
jump_speed_downward // this is the downward maxiumum speed when falling in the jump state
jump_speed_upward   // this is the upward   maxiumum speed when jumping in the jump state (first frame)
jump_accel_foreward // this is the foreward acceleration when moveing in the jump state
jump_accel_backward // this is the backward acceleration when moveing in the jump state
jump_accel_downward // this is the downward acceleration when falling in the jump state
jump_accel_upward   // this is the upward   acceleration when jumping in the jump state (first frame)
jump_fric_foreward  // this is the foreward friction when moveing in the jump state
jump_fric_backward  // this is the backward friction when moveing in the jump state
jump_fric_downward  // this is the downward friction when falling in the jump state
jump_fric_upward    // this is the upward   friction when jumping in the jump state (first frame)
jump_pres_foreward  // this is the foreward momentum preservation in the jump state (first frame of jump state)
jump_pres_backward  // this is the backward momentum preservation in the jump state (first frame of jump state)
jump_pres_downward  // this is the downward momentum preservation in the jump state (first frame of jump state)
jump_pres_upward    // this is the upward   momentum preservation in the jump state (first frame of jump state)

//Air (Fall)
fall_speed_foreward // this is the foreward maxiumum speed when moveing in the jump state (player switches between walk and run state here)
fall_speed_backward // this is the backward maxiumum speed when moveing in the jump state
fall_speed_downward // this is the downward maxiumum speed when falling in the jump state
fall_speed_upward   // this is the upward   maxiumum speed when jumping in the jump state (first frame)
fall_accel_foreward // this is the foreward acceleration when moveing in the jump state
fall_accel_backward // this is the backward acceleration when moveing in the jump state
fall_accel_downward // this is the downward acceleration when falling in the jump state
fall_accel_upward   // this is the upward   acceleration when jumping in the jump state (first frame)
fall_fric_foreward  // this is the foreward friction when moveing in the jump state
fall_fric_backward  // this is the backward friction when moveing in the jump state
fall_fric_downward  // this is the downward friction when falling in the jump state
fall_fric_upward    // this is the upward   friction when jumping in the jump state (first frame)
fall_pres_foreward  // this is the foreward momentum preservation in the jump state (first frame of jump state)
fall_pres_backward  // this is the backward momentum preservation in the jump state (first frame of jump state)
fall_pres_downward  // this is the downward momentum preservation in the jump state (first frame of jump state)
fall_pres_upward    // this is the upward   momentum preservation in the jump state (first frame of jump state)

//Liquid (Water)
swim_speed_foreward // this is the foreward maxiumum speed when moveing in the swim state (player switches between walk/run state here)
swim_speed_backward // this is the backward maxiumum speed when moveing in the swim state
swim_speed_downward // this is the downward maxiumum speed when falling in the swim state
swim_speed_upward   // this is the upward   maxiumum speed when jumping in the swim state (first frame)
swim_speed_swim_x   // this is the foreward maxiumum speed when swiming in the swim state
swim_speed_swim_y   // this is the upward   maxiumum speed when swiming in the swim state
swim_accel_foreward // this is the foreward acceleration when moveing in the swim state
swim_accel_backward // this is the backward acceleration when moveing in the swim state
swim_accel_downward // this is the downward acceleration when falling in the swim state
swim_accel_upward   // this is the upward   acceleration when jumping in the swim state (first frame)
swim_accel_swim_x   // this is the foreward acceleration when swiming in the swim state
swim_accel_swim_y   // this is the upward   acceleration when swiming in the swim state
swim_fric_foreward  // this is the foreward friction when moveing in the swim state
swim_fric_backward  // this is the backward friction when moveing in the swim state
swim_fric_downward  // this is the downward friction when falling in the swim state
swim_fric_upward    // this is the upward   friction when jumping in the swim state (first frame)
swim_fric_swim_x    // this is the foreward friction when swiming in the swim state
swim_fric_swim_y    // this is the upward   friction when swiming in the swim state
swim_pres_foreward  // this is the foreward momentum preservation in the swim state (first frame of swim state)
swim_pres_backward  // this is the backward momentum preservation in the swim state (first frame of swim state)
swim_pres_downward  // this is the downward momentum preservation in the swim state (first frame of swim state)
swim_pres_upward    // this is the upward   momentum preservation in the swim state (first frame of swim state)
swim_exit_upward    // this is the upward   momentum when jumping out of the water without frog suit
swim_exit_type      // this is either (smb3, smw, smbx) (smbx lets you jump out of water without holding up at the very surface)

//Liquid (Quicksand)
sink_speed_foreward // this is the foreward maxiumum speed when moveing in the sink state (player switches between walk/run state here)
sink_speed_backward // this is the backward maxiumum speed when moveing in the sink state
sink_speed_downward // this is the downward maxiumum speed when falling in the sink state
sink_speed_upward   // this is the upward   maxiumum speed when jumping in the sink state (first frame)
sink_accel_foreward // this is the foreward acceleration when moveing in the sink state
sink_accel_backward // this is the backward acceleration when moveing in the sink state
sink_accel_downward // this is the downward acceleration when falling in the sink state
sink_accel_upward   // this is the upward   acceleration when jumping in the sink state (first frame)
sink_fric_foreward  // this is the foreward friction when moveing in the sink state
sink_fric_backward  // this is the backward friction when moveing in the sink state
sink_fric_downward  // this is the downward friction when falling in the sink state
sink_fric_upward    // this is the upward   friction when jumping in the sink state (first frame)
sink_pres_foreward  // this is the foreward momentum preservation in the sink state (first frame of sink state)
sink_pres_backward  // this is the backward momentum preservation in the sink state (first frame of sink state)
sink_pres_downward  // this is the downward momentum preservation in the sink state (first frame of sink state)
sink_pres_upward    // this is the upward   momentum preservation in the sink state (first frame of sink state)
sink_exit_upward    // this is the upward   momentum when jumping out of the quick sand without frog suit
sink_exit_type      // this is either (smb3, smw, smbx) (smbx lets you jump out of quick sand without holding up at the very surface)

and specific power ups would contain special properties along side the default properties like these ..

Spoiler

Code: Select all

//Leaf (Fly)
fly_speed_foreward  // this is the foreward maxiumum speed when moveing in the fly state (player switches between walk/run state here)
fly_speed_backward  // this is the backward maxiumum speed when moveing in the fly state
fly_speed_downward  // this is the downward maxiumum speed when falling in the fly state
fly_speed_upward    // this is the upward   maxiumum speed when jumping in the fly state (first frame)
fly_accel_foreward  // this is the foreward acceleration when moveing in the fly state
fly_accel_backward  // this is the backward acceleration when moveing in the fly state
fly_accel_downward  // this is the downward acceleration when falling in the fly state
fly_accel_upward    // this is the upward   acceleration when jumping in the fly state (first frame)
fly_fric_foreward   // this is the foreward friction when moveing in the fly state
fly_fric_backward   // this is the backward friction when moveing in the fly state
fly_fric_downward   // this is the downward friction when falling in the fly state
fly_fric_upward     // this is the upward   friction when jumping in the fly state (first frame)
fly_pres_foreward   // this is the foreward momentum preservation in the fly state (first frame of swim state)
fly_pres_backward   // this is the backward momentum preservation in the fly state (first frame of swim state)
fly_pres_downward   // this is the downward momentum preservation in the fly state (first frame of swim state)
fly_pres_upward     // this is the upward   momentum preservation in the fly state (first frame of swim state)

//Leaf (Glide)
fly_speed_foreward  // this is the foreward maxiumum speed when moveing in the glide state (player switches between walk/run state here)
fly_speed_backward  // this is the backward maxiumum speed when moveing in the glide state
fly_speed_downward  // this is the downward maxiumum speed when falling in the glide state
fly_speed_upward    // this is the upward   maxiumum speed when jumping in the glide state
fly_accel_foreward  // this is the foreward acceleration when moveing in the glide state
fly_accel_backward  // this is the backward acceleration when moveing in the glide state
fly_accel_downward  // this is the downward acceleration when falling in the glide state
fly_accel_upward    // this is the upward   acceleration when jumping in the glide state
fly_fric_foreward   // this is the foreward friction when moveing in the glide state
fly_fric_backward   // this is the backward friction when moveing in the glide state
fly_fric_downward   // this is the downward friction when falling in the glide state
fly_fric_upward     // this is the upward   friction when jumping in the glide state
fly_pres_foreward   // this is the foreward momentum preservation in the glide state (first frame of swim state)
fly_pres_backward   // this is the backward momentum preservation in the glide state (first frame of swim state)
fly_pres_downward   // this is the downward momentum preservation in the glide state (first frame of swim state)
fly_pres_upward     // this is the upward   momentum preservation in the glide state (first frame of swim state)

//Tanooki (Statue)
stone_speed_foreward // this is the foreward maxiumum speed when moveing in the stone state (player switches between walk/run state here)
stone_speed_backward // this is the backward maxiumum speed when moveing in the stone state
stone_speed_downwar  // this is the downward maxiumum speed when falling in the stone state
stone_speed_upward   // this is the upward   maxiumum speed when jumping in the stone state
stone_accel_foreward // this is the foreward acceleration when moveing in the stone state
stone_accel_backward // this is the backward acceleration when moveing in the stone state
stone_accel_downward // this is the downward acceleration when falling in the stone state
stone_accel_upward   // this is the upward   acceleration when jumping in the stone state
stone_fric_foreward  // this is the foreward friction when moveing in the stone state
stone_fric_backward  // this is the backward friction when moveing in the stone state
stone_fric_downward  // this is the downward friction when falling in the stone state
stone_fric_upward    // this is the upward   friction when jumping in the stone state
stone_pres_foreward  // this is the foreward momentum preservation in the stone state (first frame of swim state)
stone_pres_backward  // this is the backward momentum preservation in the stone state (first frame of swim state)
stone_pres_downward  // this is the downward momentum preservation in the stone state (first frame of swim state)
stone_pres_upward    // this is the upward   momentum preservation in the stone state (first frame of swim state)

//Frog (Walk)
frog_speed_hop       // this is the upwards maxiumum speed when walking and running
frog_accel_hop       // this is the upwards acceleration when walking and running
frog_fric_hop        // this is the upwards friction when walking and running

//Shell (Run)
shell_hits           // this is how many blocks the shell hits before bouncing

this would be assuming that slowing down would be not pressing left or right and moving would be pressing left or right

but anyways if you like this suggestion please let me know. the more people that like it the more likely it will be added to the game.