add coyote timer
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@@ -6,15 +6,24 @@ extends CharacterBody2D
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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@onready var root = $Root
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@onready var coyote_timer: Timer = $CoyoteTimer
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@export var jump_height: float = 100
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@export var jump_time_to_peak: float = 0.5
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@export var jump_time_to_descent: float = 0.4
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@export var coyote_frames: int = 6
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@export var coyote_mode: bool = false
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@export var was_last_floor: bool = false
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@onready var jump_velocity: float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
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@onready var jump_gravity: float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
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@onready var fall_gravity: float = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0
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func _ready() -> void:
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coyote_timer.timeout.connect(on_coyote_timer_timeout)
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coyote_timer.wait_time = coyote_frames / 60.0
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func _process(_delta):
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if velocity.x > 0.0:
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root.rotation = deg_to_rad(-10)
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@@ -24,10 +33,20 @@ func _process(_delta):
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root.rotation = 0
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func _physics_process(delta):
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if is_on_floor():
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was_last_floor = true
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coyote_mode = false # Reset coyote mode when back on the floor
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coyote_timer.stop() # Stop timer when grounded
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else:
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if was_last_floor: # Start coyote timer only once
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coyote_mode = true
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coyote_timer.start()
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was_last_floor = false
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if not is_on_floor():
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velocity.y += calculate_gravity() * delta
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if Input.is_action_pressed("jump") and is_on_floor():
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if Input.is_action_pressed("jump") and (is_on_floor() or coyote_mode):
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jump()
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var direction = Input.get_axis("left", "right")
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@@ -40,6 +59,10 @@ func _physics_process(delta):
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func jump():
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velocity.y = jump_velocity
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coyote_mode = false
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func calculate_gravity() -> float:
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return jump_gravity if velocity.y < 0.0 else fall_gravity
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func on_coyote_timer_timeout():
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coyote_mode = false
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