mirror of
https://github.com/Steffo99/looping-for-loops.git
synced 2024-11-24 17:14:22 +00:00
76 lines
1.9 KiB
GDScript
76 lines
1.9 KiB
GDScript
extends KinematicBody2D
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class_name Player
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export(Vector2) var gravity: Vector2 = Vector2(0, 10)
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export(float) var move_speed: float = 300
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export(float) var jump_speed: float = 425
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export(float) var jump_buffer_msec: float = 80
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export(float) var quick_fall_gravity_multiplier: float = 4
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export(bool) var stop_jump_on_bonk: bool = true
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var speed: Vector2 = Vector2.ZERO
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var can_jump: bool = false
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var jump_buffer: int = 0
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var is_quick_falling: bool = false
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var quick_fall_buffer: int = 0
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func get_floor():
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for slide in get_slide_count():
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var collision = get_slide_collision(slide)
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if collision.normal != get_floor_normal():
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continue
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return collision.collider
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func up_normal():
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return -gravity.normalized()
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func _physics_process(_delta):
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var up_normal = up_normal()
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var floor_normal = get_floor_normal()
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if is_on_floor():
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var gravity_speed = speed * up_normal
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speed -= gravity_speed * floor_normal
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can_jump = true
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is_quick_falling = false
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if stop_jump_on_bonk and is_on_ceiling():
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speed.y = 0
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if is_quick_falling:
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speed += gravity * quick_fall_gravity_multiplier
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else:
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speed += gravity
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var current_time = OS.get_ticks_msec()
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if Input.is_action_just_pressed("plr_up"):
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jump_buffer = current_time
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if Input.is_action_just_released("plr_up"):
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quick_fall_buffer = OS.get_ticks_msec()
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if can_jump and current_time - jump_buffer <= jump_buffer_msec:
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speed += up_normal * jump_speed
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can_jump = false
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if quick_fall_buffer > jump_buffer:
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is_quick_falling = true
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var movement = speed
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if is_on_floor():
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var current_floor = get_floor()
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if current_floor.has_method("get_relative_cb_speed"):
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movement += floor_normal.rotated(- PI / 2) * current_floor.get_relative_cb_speed(position)
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if Input.is_action_pressed("plr_left"):
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movement += Vector2.LEFT * move_speed
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if Input.is_action_pressed("plr_right"):
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movement += Vector2.RIGHT * move_speed
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move_and_slide(movement, up_normal)
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