51 lines
1.5 KiB
GDScript
51 lines
1.5 KiB
GDScript
extends CharacterBody2D
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const SPEED = 150.0
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const JUMP_VELOCITY = -200.0
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const MAX_FALL = 200
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var has_double_jumped: bool = false
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var jump_released: bool = false
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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func _physics_process(delta):
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if self.get_position()[1] >= MAX_FALL:
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get_tree().reload_current_scene()
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if is_on_floor():
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has_double_jumped = false
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if Input.is_action_just_pressed("ui_jump") and not is_on_floor() and not has_double_jumped:
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has_double_jumped = true
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jump_released = false
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velocity.y = 0
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velocity.y += JUMP_VELOCITY
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# Add the gravity.
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if not is_on_floor():
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velocity.y += gravity/2 * delta
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# Handle Jump.
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if Input.is_action_just_pressed("ui_jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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jump_released = false
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if Input.is_action_just_released("ui_jump") and not jump_released:
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velocity.y = velocity.y * 0.2 #Slow down verticle acceleration
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jump_released = true
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction = Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if velocity.x < 0:
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get_node("AnimatedSprite2D").set_flip_h(true)
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if velocity.x > 0:
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get_node("AnimatedSprite2D").set_flip_h(false)
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move_and_slide()
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