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  • Writer's pictureBruce

Double Jump with Key Debouncing

Here's a quick way to enable a Double Jump feature in your MPAGD platform games. It also includes a key debounce so that the Double Jump isn't initiated automatically by keeping your finger on the fire/jump button/key.


I've used a variable, J, that will store our current jump status, you could use a sprite variable like SETTINGA if you prefer. For the Double Jump feature there are five possible jump status:


0 No Jump active

1 1st jump has been initiated

2 A second jump is possible

3 A Second jump has been initiated

4 The player has landed after doing a jump.


By using an IF ELSE ENDIF on our fire key, we can ensure the right status is set which will the allow (or) not a second jump. This code will also ensure the fire key has been released before any type of jump (single or double) can take place.



Here it is in action, I've displayed the J Value at the top of the screen to help you see what was going on!



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aboutME

Hello, I'm Bruce and I write games for old 8bit computers using Jonathan Cauldwell's excellent Multi-Platform Arcade Games Designer (MPAGD)

I've written a few successful* games for the Sinclair ZX Spectrum and MSX platforms that have been (largely) well received including Twenty Four Hour Parsley People scoring a 10 out of 10 on Planeta Sinclair.

In my blog I am sharing lots of the code that I wrote for my games, in a way that you can use in your own games.   I've commented it so that you'll learn some of the techniques I use to create interesting new mechanics and help your games stand out from the pack.

MPAGD includes lots of standard scripts, they're great to get you started, but if you're new (or just rusty) when it comes to writing code, hopefully my tutorials will help you get started and  turn your imagination into awesome 8 bit games!

All my code is free to use and do with as you please, but if you find them useful please feel free to buy me a coffee ...or better still - buy or download my games :)

*successful is a very relative term in 8bit computer games

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