The Jump behavior will allow you to make any physics object jump as soon as this behavior is executed. Unlike "Jump with Button", this will not jump based on a button input. Instead it will jump immediately when the behavior is executed.
Note: The bottom of the object must be touching a surface for the object to jump. E.g The characters feet need to be touching the ground for it to jump."
This behavior contains predefined properties to make the creation of certain games easier. It's perfect for creating jumping enemies for platformers, and side scroller shooters.
The Jump behavior offers a lot of properties to customize the feel of your game. Try modifying the properties so your game doesn't feel like a generic platformer. For more advanced and in-depth games, it is recommended to create your own jumping system using the other physics, or move behaviors.
This behavior will Trigger an event once when executed.
This is the object you want to make jump. By default the current object is selected, but you can tap the graphic to change it to any other object in your scene.
This is how much much jumping power your object will have. The greater the power, the higher the object will jump. Keep in mind other physics properties, like gravity will affect how high the object can jump. The default value is 15.
This is how many times your object can jump before landing on the ground. If you want your character to double jump set it to 2. The default value is 1.
The wall jump toggle will indicate whether your object can jump off walls or not. When it is on, your object can jump off a wall. By default this is off
This will prevent your object from rotating. This includes any rotation caused by other objects or physics in your scene. For example, you can turn this on to prevent your character from tipping over. By default this toggle is on.
When this toggle is on, your object will play an animation when the jump button is pressed. You must select an animation from the Custom Animations panel.
On the left panel you can select animation cycles to play when you press the jump button. For jumping there are two states, the initial jump, and a falling animation.
On the left Custom Animations panel, you can prioritize your jumps animations so it does not conflict with another playing animation. The animation system will play a cycle with a higher priority. So if another animation behavior is interrupting your jump animation, try increasing the priority.
Select a sound to play each time the beahvior executes and the object jumps.
This outputs the Object ID.
If you want to make a platform game enemy that can jump when you need, simply add this behavior to your enemy object and connect it to an event, like a timer set to 5 seconds. Each time your event triggers (every 5 seconds), the enemy will jump.