You mean like the platform behavior just with events instead?
It's basically called parabolic motion, and you could use the bullet behavior with gravity if you wanted.
Anyways to do it with just events you'd add two instance variables to the sprite : (vx and vy). Those would be the horizontal and vertical velocities. Then the event would be:
every tick
-- sprite: add 100*dt to vy
-- sprite: set position to self.x+self.vy*dt, self.y+self.vy*dt
I can't really think of a application of lerp or clamp with just that.
You could clamp the vertical velocity so that it doesn't fall too fast?
set vy to clamp(vy, -100, 100)
I may have bungled the order of the parameters though.
You could limit the y position for some kind of ground too:
set y to min(self.y, 400)
Thanks! I will try it out. The game axis are xyz actually, and jump direction and strength can be controlled similar to Mario. I asked about Lerp and Clamp, because I want the longer the fall the faster you'd go and also I'd want to have jump height dependent on how long you press button with a limit. I would do it myself, but it would take me more events than necessary, and someone like you is very good at keeping things simple. :)