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clarified topic statement on jumping.

mitm 5 年之前
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      src/docs/asciidoc/jme3/beginner/hello_collision.adoc

+ 1 - 1
src/docs/asciidoc/jme3/beginner/hello_collision.adoc

@@ -491,7 +491,7 @@ player.jump();
 
 This is just one of the differences you see when using "`jBullet`" vs the "`Native`" bullet implementations.
 
-Another is when using the `setFallSpeed()` method. This sets the maximum fall speed, what’s sometimes called the terminal velocity. In the town setting, the easiest way to fall faster is to supply larger values to both setFallSpeed() and jump(). For instance, with `setFallSpeed(300f)` and `jump(new Vector3f(0,200f,0))`, the player reaches a speed of 200 wu/second just before landing. Using jBullet, just setting the fall speed accomplishes the same effect.
+Another is when using the `setFallSpeed()` method. This sets the maximum fall speed, what’s sometimes called the terminal velocity. In the town setting, the easiest way to fall faster while jumping is to supply larger values to both setFallSpeed() and jump(). For instance, with `setFallSpeed(300f)` and `jump(new Vector3f(0,200f,0))`, the player reaches a speed of 200 wu/second just before landing. Using jBullet, just setting the fall speed accomplishes the same effect.
 
 For all other directions: Every time the user presses one of the WASD keys, you _keep track_ of the direction the user wants to go, by storing this info in four directional Booleans. No actual walking happens here yet. The update loop is what acts out the directional info stored in the booleans, and makes the player move, as shown in the next topic, "`setWalkDirection()`".