76 lines
1.8 KiB
GDScript
76 lines
1.8 KiB
GDScript
extends KinematicBody2D
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# This demo shows how to build a kinematic controller.
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# Member variables
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const GRAVITY = 500.0 # pixels/second/second
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# Angle in degrees towards either side that the player can consider "floor"
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const FLOOR_ANGLE_TOLERANCE = 40
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const WALK_FORCE = 600
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const WALK_MIN_SPEED = 10
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const WALK_MAX_SPEED = 200
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const STOP_FORCE = 1300
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const JUMP_SPEED = 200
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const JUMP_MAX_AIRBORNE_TIME = 0.2
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const SLIDE_STOP_VELOCITY = 1.0 # one pixel/second
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const SLIDE_STOP_MIN_TRAVEL = 1.0 # one pixel
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var velocity = Vector2()
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var on_air_time = 100
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var jumping = false
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var prev_jump_pressed = false
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func _physics_process(delta):
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# Create forces
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var force = Vector2(0, GRAVITY)
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var walk_left = Input.is_action_pressed("move_left")
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var walk_right = Input.is_action_pressed("move_right")
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var jump = Input.is_action_pressed("jump")
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var stop = true
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if walk_left:
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if velocity.x <= WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED:
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force.x -= WALK_FORCE
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stop = false
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elif walk_right:
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if velocity.x >= -WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED:
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force.x += WALK_FORCE
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stop = false
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if stop:
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var vsign = sign(velocity.x)
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var vlen = abs(velocity.x)
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vlen -= STOP_FORCE * delta
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if vlen < 0:
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vlen = 0
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velocity.x = vlen * vsign
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# Integrate forces to velocity
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velocity += force * delta
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# Integrate velocity into motion and move
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velocity = move_and_slide(velocity, Vector2(0, -1))
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if is_on_floor():
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on_air_time = 0
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if jumping and velocity.y > 0:
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# If falling, no longer jumping
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jumping = false
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if on_air_time < JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping:
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# Jump must also be allowed to happen if the character left the floor a little bit ago.
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# Makes controls more snappy.
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velocity.y = -JUMP_SPEED
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jumping = true
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on_air_time += delta
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prev_jump_pressed = jump
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