@LEM wrote:
I use this parabolic logic when the sprite jumps. When the user clicks on the jump button, I set mVY = -300
int mVY = 0; public override void Update(GameTime theGameTime) { Vector2 speed = Vector2.Zero; Vector2 direction = Vector2.Zero; if (mVY < 0) { speed.Y -= mVY; direction.Y = -1; } else { speed.Y += mVY; direction.Y = 1; } mVY += 8; if (mVY > 300) mVY = 300; // Limit maximum speed if falling Position += direction * speed * (float)theGameTime.ElapsedGameTime.TotalSeconds; ... }
This code works ok when my game is running at 60fps, however when it's less than that the jumps are very high and slow. I thought that multiplying by theGameTime.ElapsedGameTime.TotalSeconds would fix the problem, but I must be missing something because it doesn't work properly.
Any ideas?
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