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✏️ Add quick fall to player jumps

credulone
This commit is contained in:
Steffo 2020-10-03 19:34:58 +02:00
parent b8e25a15f5
commit b3e6fa1aa9
4 changed files with 30 additions and 14 deletions

View file

@ -9,9 +9,13 @@
[node name="Conductor" parent="." instance=ExtResource( 2 )]
song_offset = 200000.0
[node name="Player" parent="." instance=ExtResource( 1 )]
position = Vector2( 622.258, 379.938 )
[node name="ConveyorBelt" parent="." instance=ExtResource( 3 )]
position = Vector2( 662.439, 610.32 )
position = Vector2( 640, 700 )
conveyor_speed = 100.0
[node name="Player" parent="." instance=ExtResource( 1 )]
position = Vector2( 918.923, 436.874 )
[node name="ConveyorBelt2" parent="." instance=ExtResource( 3 )]
position = Vector2( 640, 20 )
conveyor_speed = -100.0

View file

@ -9,10 +9,7 @@ extents = Vector2( 20, 20 )
[node name="Player" type="KinematicBody2D"]
collision_layer = 2
script = ExtResource( 2 )
gravity = Vector2( 0, 10 )
move_speed = 300.0
jump_speed = 500.0
jump_buffer_msec = 64.0
jump_buffer_msec = 500.0
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 1 )

View file

@ -1,15 +1,19 @@
extends ExtendedKinematicBody2D
class_name Player
export(Vector2) var gravity: Vector2
export(Vector2) var gravity: Vector2 = Vector2(0, 10)
var speed: Vector2 = Vector2.ZERO
export(float) var move_speed: float
export(float) var jump_speed: float
export(float) var jump_buffer_msec: float
export(float) var move_speed: float = 300
export(float) var jump_speed: float = 500
export(float) var jump_buffer_msec: float = 64
export(float) var quick_fall_gravity_multiplier: float = 4
var can_jump = false
var jump_buffer = 0
var can_jump: bool = false
var jump_buffer: int = 0
var is_quick_falling: bool = false
var quick_fall_buffer: int = 0
func _physics_process(delta):
@ -20,18 +24,28 @@ func _physics_process(delta):
var gravity_speed = speed * up_normal
speed -= gravity_speed * floor_normal
can_jump = true
is_quick_falling = false
speed += gravity
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():

View file

@ -45,6 +45,7 @@ run/main_scene="res://Scenes/Main.tscn"
window/size/width=1280
window/size/height=720
window/size/resizable=false
[input]