extends KinematicBody2D class_name Player var rng = RandomNumberGenerator.new() 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 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 var loops_collected: int = 0 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 func _ready(): $Donut.self_modulate = Color.from_hsv(rng.randf_range(0.0, 1.0), 0.4, 1) func up_normal(): return -gravity.normalized() func _process(delta): var actual_speed = speed.y - gravity.y if Input.is_action_pressed("plr_left"): if actual_speed < 0: $Body.animation = "up_left" $Donut.animation = "up" $Legs.animation = "up_left" elif actual_speed > 0: $Body.animation = "down_left" $Donut.animation = "down" $Legs.animation = "down_left" else: $Body.animation = "neutral_left" $Donut.animation = "neutral" $Legs.animation = "neutral_left" elif Input.is_action_pressed("plr_right"): if actual_speed < 0: $Body.animation = "up_right" $Donut.animation = "up" $Legs.animation = "up_right" elif actual_speed > 0: $Body.animation = "down_right" $Donut.animation = "down" $Legs.animation = "down_right" else: $Body.animation = "neutral_right" $Donut.animation = "neutral" $Legs.animation = "neutral_right" else: if actual_speed < 0: $Body.animation = "up" $Donut.animation = "up" $Legs.animation = "up" elif actual_speed > 0: $Body.animation = "down" $Donut.animation = "down" $Legs.animation = "down" else: $Body.animation = "neutral" $Donut.animation = "neutral" $Legs.animation = "neutral" func _physics_process(_delta): 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)