|From the perspective of the impact of such "drops" on the hero in games used two approaches. The first one assumes that the mere fall from any height does not have the hero games no effect. Not to mention that when jumping and falling hero never loses its balance and always lands on its feet exactly, in these games, and jump from the roof of the seven-storey building (deliberate or accidental) causes the hero has no adverse effects. |
Other games are more stringent in this regard. Despite the persistence of the same outstanding sense of balance, in which there is a maximum safe height of the jump. For a larger vertical displacement of the hero, his health is put some damage, but in the fall, surpassing another threshold, the hero just dies.
Next arises the "physical" question - is the dynamics of the jump. In normal life situations, people or other living creature that has no jet engines, virtually no control over its further movement. The use of air resistance is not modeled in the computer games of this type. Meanwhile, here there are two fundamentally different approaches to situations of "flight".
The first approach is quite natural, though somewhat limited. Here, each control action (jump up, jump right, up, left the jump-up, drop the right or left, etc.) corresponds to a strictly defined by the trajectory of the hero, terminating at the time of contact with an impermeable barrier. Ability to manage a hero in the process of jump, available, except, perhaps, the ability to fire or other effects of the attacking. The trajectory is in this case, an arched curve, the height of the jump in the absence of interference is always the same?