hmm, looks ok, i add a line for compare.
what agk player version did you use?
SetVirtualResolution(480, 320)
SetSyncRate(60, 1)
SetClearColor(0, 0, 0)
global Ground
global Object
SetPhysicsGravity(0, 200)
Ground = CreateSprite(0)
SetSpriteSize(Ground, 480, 25)
SetSpriteColor(Ground, 0, 255, 64, 255)
SetSpritePosition(Ground, 0, 295)
SetSpritePhysicsOn(Ground, 1)
Object = CreateSprite(0)
SetSpriteSize(Object, 40, 60)
SetSpriteColor(Object, 255, 0, 0, 255)
SetSpritePosition(Object, 200, 234)
SetSpritePhysicsOn(Object, 2)
SetSpritePhysicsCanRotate(Object, 0)
//SetSpritePhysicsIsBullet( Object, 1 )
ymin#=320
padLoops = 0
a# = 1.0
b# = 2.0
v=0
do
Print("Press Space to Jump!")
Print(ScreenFPS())
Print(v)
if v>0
if GetSpriteYByOffset(Object)<ymin# then ymin#=GetSpriteYByOffset(Object)
drawline(0,ymin#,100,ymin#,255,255,0)
drawline(0,GetSpriteYByOffset(Object),100,GetSpriteYByOffset(Object),255,255,0)
endif
//SetSyncRate(Random(10, 60), 1)
if Screenfps() > 50 and v=3 then inc padloops, 1000
print("Padding Loops:" + str(padloops))
print("FPS: "+str(Screenfps()))
for thisLoop = 1 to padloops
a# = a#^b#
b# = b#^a#
next
if GetRawKeyState(32) = 1 AND GetSpriteCollision(Object, Ground) = 1
v=v+1
SetSpritePhysicsVelocity(Object, 0, -200)
//SetSpritePhysicsImpulse(Object, GetSpriteXByOffset(Object), GetSpriteYByOffset(Object), 0, -25000)
endif
Sync()
loop