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cinnos/Player.gd

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GDScript3
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extends CharacterBody3D
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class_name Player
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@export var input_accel: float = 7.0
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@onready var current_input_accel = input_accel
@onready var gravity_accel: Vector3 = ProjectSettings.get_setting("physics/3d/default_gravity") * ProjectSettings.get_setting("physics/3d/default_gravity_vector")
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@export var jump_impulse: Vector3 = Vector3.UP * 5;
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@export var friction: float = 0.8
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@export var max_jumps = 1
@onready var current_jumps = max_jumps
@export var collision_normal_max_y_for_floor: float = 0.9
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var last_direction: Vector2 = Vector2.UP
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func refill_jumps():
current_jumps = max_jumps
func do_jump():
current_jumps -= 1
velocity += jump_impulse
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func on_banana():
velocity *= 2
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func _physics_process(delta):
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# Refilla salto
if is_on_floor():
refill_jumps()
# Rileva salto
if Input.is_action_just_pressed("jump") and current_jumps > 0:
do_jump()
# Applica gravità
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velocity += gravity_accel * delta
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# Applica input
var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
var input_change = input_dir * input_accel
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velocity.x += input_change.x * delta
velocity.z += input_change.y * delta
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move_and_slide()
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if input_dir.length() > 0.01:
last_direction = input_dir
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$Board/PlayerPart.emitting = true
else:
$Board/PlayerPart.emitting = false
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rotation.y = last_direction.normalized().angle_to(Vector2.UP)
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# Gestisci collisioni
for collision_idx in range(get_slide_collision_count()):
var collision = get_slide_collision(collision_idx)
if collision.get_normal().y > collision_normal_max_y_for_floor:
continue
print("bonk")
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