extends CharacterBody2D @export var speed: float = 300.0 var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") @onready var root = $Root @export var jump_height: float = 100 @export var jump_time_to_peak: float = 0.5 @export var jump_time_to_descent: float = 0.4 @onready var jump_velocity: float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0 @onready var jump_gravity: float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0 @onready var fall_gravity: float = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0 func _process(_delta): if velocity.x > 0.0: root.rotation = deg_to_rad(-10) elif velocity.x < 0.0: root.rotation = deg_to_rad(10) else: root.rotation = 0 func _physics_process(delta): if not is_on_floor(): velocity.y += calculate_gravity() * delta if Input.is_action_pressed("jump") and is_on_floor(): jump() var direction = Input.get_axis("left", "right") if direction: velocity.x = direction * speed else: velocity.x = move_toward(velocity.x, 0, speed) move_and_slide() func jump(): velocity.y = jump_velocity func calculate_gravity() -> float: return jump_gravity if velocity.y < 0.0 else fall_gravity