pandemonium_demo_projects/2d/physics_tests/utils/rigidbody_controller.gd

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extends RigidBody2D
var _initial_velocity = Vector2.ZERO
var _constant_velocity = Vector2.ZERO
var _motion_speed = 400.0
var _gravity_force = 50.0
var _jump_force = 1000.0
var _velocity = Vector2.ZERO
var _on_floor = false
var _jumping = false
var _keep_velocity = false
func _physics_process(_delta):
if _initial_velocity != Vector2.ZERO:
_velocity = _initial_velocity
_initial_velocity = Vector2.ZERO
_keep_velocity = true
elif _constant_velocity != Vector2.ZERO:
_velocity = _constant_velocity
elif not _keep_velocity:
_velocity.x = 0.0
# Handle horizontal controls.
if Input.is_action_pressed("character_left"):
if position.x > 0.0:
_velocity.x = -_motion_speed
_keep_velocity = false
_constant_velocity = Vector2.ZERO
elif Input.is_action_pressed("character_right"):
if position.x < 1024.0:
_velocity.x = _motion_speed
_keep_velocity = false
_constant_velocity = Vector2.ZERO
# Handle jump controls and gravity.
if is_on_floor():
if not _jumping and Input.is_action_just_pressed("character_jump"):
# Start jumping.
_jumping = true
_velocity.y = -_jump_force
elif not _jumping:
# Reset gravity.
_velocity.y = 0.0
else:
# Apply gravity and get jump ready.
_velocity.y += _gravity_force
_jumping = false
linear_velocity = _velocity
func _integrate_forces(state):
_on_floor = false
var contacts = state.get_contact_count()
for i in contacts:
var pos = state.get_contact_collider_position(i)
if pos.y > position.y:
_on_floor = true
func is_on_floor():
return _on_floor