I can’t get my player to go in a arc while jumping it always turns into a ^ motion. Here’s what I have for physics.
public void update(Map m, Enemy[] e1, int max_enemies, Item[] i1, int max_Items){
//System.out.println("x: "+(int) (x/m.tileWidth));
//System.out.println("y: "+(int) ((y/m.tileHeight) - 0.1));
if(state != 2)
{
if(jumping){
if(jumpdist <= jumpheight && m.tiles[(int) (x/m.tileWidth)][(int) ((y/m.tileHeight))] == 0 &&
jumpdist <= jumpheight && m.tiles[(int) (x/m.tileWidth)][(int) ((y + height)/m.tileHeight)] == 0 &&
jumpdist <= jumpheight && m.tiles[(int) ((x + width)/m.tileWidth)][(int) ((y/m.tileHeight))] == 0 &&
jumpdist <= jumpheight && m.tiles[(int) ((x + width)/m.tileWidth)][(int) ((y + height)/m.tileHeight)] == 0 &&
!colbottom(i1, max_Items)){
velo += jumpspeed;
jumpdist++;
}
else
jumping = false;
}
if(m.tiles[(int) ((x/m.tileWidth) + 0.1)][(int) ((y/m.tileHeight) - 0.0005)] == 0 &&
m.tiles[(int) ((((x + width)/m.tileWidth)) - 0.1)][(int) ((y/m.tileHeight) - 0.0005)] == 0 &&
!coltop(i1, max_Items) && !jumping){
falling = true;
velo -= grav;
}
else falling = false;
y = velo;
if(collision(e1,max_enemies))
{
state = 2;
frame = 0;
}
}
}