71 lines
1.9 KiB
GDScript3
71 lines
1.9 KiB
GDScript3
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extends KinematicBody2D
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export (int) var acceleration = 512
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export (int) var max_speed = 64
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export (float) var friction = 0.25
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export (int) var gravity = 200
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export (int) var jump_force = 128
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export (int) var max_slope = 46
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var motion = Vector2.ZERO
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var snap_vector = Vector2.ZERO
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onready var sprite = $Sprite
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onready var animation = $Animation
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func _physics_process(delta):
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var input_vector = get_input_vector()
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apply_horizontal_force(input_vector, delta)
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apply_friction(input_vector)
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update_snap_vector()
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jump_check()
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apply_gravity(delta)
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update_animations(input_vector)
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move()
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func get_input_vector():
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var input_vector = Vector2.ZERO
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input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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return input_vector
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func apply_horizontal_force(input_vector, delta):
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if input_vector.x != 0:
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motion.x += input_vector.x * acceleration * delta
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motion.x = clamp(motion.x, -max_speed, max_speed) # Set the max motion
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func apply_friction(input_vector):
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if input_vector.x == 0 and is_on_floor():
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motion.x = lerp(motion.x, 0, friction)
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func update_snap_vector():
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if is_on_floor():
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snap_vector = Vector2.DOWN
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func jump_check():
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if is_on_floor():
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if Input.is_action_just_pressed("ui_select"):
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motion.y = -jump_force
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snap_vector = Vector2.ZERO
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else:
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if Input.is_action_just_released("ui_select"):# and motion.y < -jump_force/2:
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motion.y = motion.y/2
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func apply_gravity(delta):
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motion.y += gravity * delta
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motion.y = min(motion.y, jump_force)
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func update_animations(input_vector):
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if input_vector.x != 0:
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# Reverses the sprite if the direction is -x ?
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sprite.scale.x = sign(input_vector.x)
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animation.play("Run")
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else:
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animation.play("Idle")
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if not is_on_floor():
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animation.play("Jump")
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func move():
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motion = move_and_slide_with_snap(motion, snap_vector * 4, Vector2.UP, true, 4, deg2rad(max_slope), false)
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