Files
przygody-pana-cegly/scripts/player.gd

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2.2 KiB
GDScript

class_name PlayerController
extends CharacterBody2D
@export var speed: float = 300.0
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var last_direction: Vector2 = Vector2.RIGHT
@onready var root = $Root
@onready var coyote_timer: Timer = $CoyoteTimer
@export var jump_height: float = 100
@export var jump_time_to_peak: float = 0.5
@export var jump_time_to_descent: float = 0.4
@export var coyote_frames: int = 6
@export var coyote_mode: bool = false
@export var was_last_floor: bool = false
@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 _ready() -> void:
coyote_timer.timeout.connect(on_coyote_timer_timeout)
coyote_timer.wait_time = coyote_frames / 60.0
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 is_on_floor():
was_last_floor = true
coyote_mode = false # Reset coyote mode when back on the floor
coyote_timer.stop() # Stop timer when grounded
else:
if was_last_floor: # Start coyote timer only once
coyote_mode = true
coyote_timer.start()
was_last_floor = false
if not is_on_floor():
velocity.y += calculate_gravity() * delta
if Input.is_action_pressed("jump") and (is_on_floor() or coyote_mode):
jump()
if Input.is_action_just_pressed("down"):
position.y += 1
var direction := Input.get_axis("left", "right")
if direction != 0:
last_direction = handle_direction(direction)
if direction:
velocity.x = direction * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
move_and_slide()
func jump():
velocity.y = jump_velocity
coyote_mode = false
func calculate_gravity() -> float:
return jump_gravity if velocity.y < 0.0 else fall_gravity
func on_coyote_timer_timeout():
coyote_mode = false
func handle_direction(input_dir: float) -> Vector2:
if input_dir > 0:
return Vector2.RIGHT
elif input_dir < 0:
return Vector2.LEFT
return last_direction