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- extends KinematicBody2D
- const GRAVITY = 500.0 # Pixels/second
- # Angle in degrees towards either side that the player can consider "floor"
- const FLOOR_ANGLE_TOLERANCE = 40
- const WALK_FORCE = 600
- const WALK_MIN_SPEED = 10
- const WALK_MAX_SPEED = 200
- const STOP_FORCE = 1300
- const JUMP_SPEED = 200
- const JUMP_MAX_AIRBORNE_TIME = 0.2
- const SLIDE_STOP_VELOCITY = 1.0 # One pixel per second
- const SLIDE_STOP_MIN_TRAVEL = 1.0 # One pixel
- var velocity = Vector2()
- var on_air_time = 100
- var jumping = false
- var prev_jump_pressed = false
- func _fixed_process(delta):
- # Create forces
- var force = Vector2(0, GRAVITY)
- var walk_left = Input.is_action_pressed("move_left")
- var walk_right = Input.is_action_pressed("move_right")
- var jump = Input.is_action_pressed("jump")
- var stop = true
- if (walk_left):
- if (velocity.x <= WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
- force.x -= WALK_FORCE
- stop = false
- elif (walk_right):
- if (velocity.x >= -WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
- force.x += WALK_FORCE
- stop = false
- if (stop):
- var vsign = sign(velocity.x)
- var vlen = abs(velocity.x)
- vlen -= STOP_FORCE*delta
- if (vlen < 0):
- vlen = 0
- velocity.x = vlen*vsign
- # Integrate forces to velocity
- velocity += force*delta
- # Integrate velocity into motion and move
- var motion = velocity*delta
- # Move and consume motion
- motion = move(motion)
- var floor_velocity = Vector2()
- if (is_colliding()):
- # You can check which tile was collision against with this
- # print(get_collider_metadata())
- # Ran against something, is it the floor? Get normal
- var n = get_collision_normal()
- if (rad2deg(acos(n.dot(Vector2(0, -1)))) < FLOOR_ANGLE_TOLERANCE):
- # If angle to the "up" vectors is < angle tolerance
- # char is on floor
- on_air_time = 0
- floor_velocity = get_collider_velocity()
- if (on_air_time == 0 and force.x == 0 and get_travel().length() < SLIDE_STOP_MIN_TRAVEL and abs(velocity.x) < SLIDE_STOP_VELOCITY and get_collider_velocity() == Vector2()):
- # Since this formula will always slide the character around,
- # a special case must be considered to to stop it from moving
- # if standing on an inclined floor. Conditions are:
- # 1) Standing on floor (on_air_time == 0)
- # 2) Did not move more than one pixel (get_travel().length() < SLIDE_STOP_MIN_TRAVEL)
- # 3) Not moving horizontally (abs(velocity.x) < SLIDE_STOP_VELOCITY)
- # 4) Collider is not moving
- revert_motion()
- velocity.y = 0.0
- else:
- # For every other case of motion, our motion was interrupted.
- # Try to complete the motion by "sliding" by the normal
- motion = n.slide(motion)
- velocity = n.slide(velocity)
- # Then move again
- move(motion)
- if (floor_velocity != Vector2()):
- # If floor moves, move with floor
- move(floor_velocity*delta)
- if (jumping and velocity.y > 0):
- # If falling, no longer jumping
- jumping = false
- if (on_air_time < JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):
- # Jump must also be allowed to happen if the character left the floor a little bit ago.
- # Makes controls more snappy.
- velocity.y = -JUMP_SPEED
- jumping = true
- on_air_time += delta
- prev_jump_pressed = jump
- func _ready():
- set_fixed_process(true)
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