So this evening I've been attempting to implement the physics to move a character in the game Jet Set Radio (with not much success). I'd rather implement JSRF's physics but I am not in possession of my Xbox at the moment.
For now I'll keep things simple and only include skating (jumping, grinding, wallriding, halfpipes *may* be done later).
The first step is to map the controls to their actions. I'll leave out the camera movements, just try to keep this as simple as possible. The controller being used is an Xbox 360 controller.
Left Joystick Forward (low force): character walks forward slowly
Left Joystick Forward (high force): character skates forward
Left Joystick Backward (low force): character walks backward slowly
Left Joystick Backward (high force): character skates backward
When the joystick is pushed left or right the character begins to skate in a circle:
Left Joystick Left (low force): character walks anticlockwise slowly
Left Joystick Left (high force): character skates anticlockwise
Left Joystick Right (low force): character walks clockwise slowly
When the joystick is pushed diagonally, the above actions are combined, below shows what happens when the joystick is pushed forward and left:
The motion is in a circle - though much larger than if the joystick was pushed solely on the x axis.
So I translated the following into Unity and achieved (WASD or Xbox Left Joystick, R reloads the scene):
https://www.dropbox.com/s/b7c1h80332zf0sj/jsrf-unity-01.rar (Windows x86 build)
Something seems very wrong, but I'm not sure what (and don't say "everything" ._. )
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