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looping-for-loops/Objects/SpecialObjects/Player.gd

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GDScript3
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extends KinematicBody2D
class_name Player
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export(Vector2) var gravity: Vector2 = Vector2(0, 10)
export(float) var move_speed: float = 300
export(float) var jump_speed: float = 425
export(float) var jump_buffer_msec: float = 80
export(float) var quick_fall_gravity_multiplier: float = 4
export(bool) var stop_jump_on_bonk: bool = true
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var speed: Vector2 = Vector2.ZERO
var can_jump: bool = false
var jump_buffer: int = 0
var is_quick_falling: bool = false
var quick_fall_buffer: int = 0
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func get_floor():
for slide in get_slide_count():
var collision = get_slide_collision(slide)
if collision.normal != get_floor_normal():
continue
return collision.collider
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func up_normal():
return -gravity.normalized()
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func _physics_process(delta):
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var up_normal = up_normal()
var floor_normal = get_floor_normal()
if is_on_floor():
var gravity_speed = speed * up_normal
speed -= gravity_speed * floor_normal
can_jump = true
is_quick_falling = false
if stop_jump_on_bonk and is_on_ceiling():
speed.y = 0
if is_quick_falling:
speed += gravity * quick_fall_gravity_multiplier
else:
speed += gravity
var current_time = OS.get_ticks_msec()
if Input.is_action_just_pressed("plr_up"):
jump_buffer = current_time
if Input.is_action_just_released("plr_up"):
quick_fall_buffer = OS.get_ticks_msec()
if can_jump and current_time - jump_buffer <= jump_buffer_msec:
speed += up_normal * jump_speed
can_jump = false
if quick_fall_buffer > jump_buffer:
is_quick_falling = true
var movement = speed
if is_on_floor():
var current_floor = get_floor()
if current_floor.has_method("get_relative_cb_speed"):
movement += floor_normal.rotated(- PI / 2) * current_floor.get_relative_cb_speed(position)
if Input.is_action_pressed("plr_left"):
movement += Vector2.LEFT * move_speed
if Input.is_action_pressed("plr_right"):
movement += Vector2.RIGHT * move_speed
move_and_slide(movement, up_normal)