Created
August 9, 2019 18:45
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extends KinematicBody2D | |
const WALK_SPEED = 125 | |
const RUN_SPEED = 250 | |
const GRAVITY_FORCE = 10 | |
const JUMP_FORCE = 280 | |
const AIR_CONTROL = 200 | |
var velocity = Vector2.ZERO | |
var old_velocity = Vector2.ZERO | |
var speed = 0 | |
var direction = 0 | |
var jumping = false | |
var running = false | |
func _physics_process(delta): | |
var inputs = _get_inputs() | |
if is_on_floor(): | |
_ground_stategy(delta, inputs) | |
else: | |
_air_strategy(delta, inputs) | |
_move() | |
_animation() | |
func _get_inputs(): | |
return { | |
"direction": int(Input.is_action_pressed("move_right")) - int(Input.is_action_pressed("move_left")), # -1 OR 0 OR 1 | |
"jumping": Input.is_action_pressed("jump"), | |
"running": Input.is_action_pressed("run") | |
} | |
# warning-ignore:unused_argument | |
func _ground_stategy(delta, inputs): | |
jumping = inputs["jumping"] | |
running = inputs["running"] | |
direction = inputs["direction"] | |
speed = RUN_SPEED if running else WALK_SPEED | |
func _air_strategy(delta, inputs): | |
if not jumping: jumping = true | |
if direction != inputs["direction"]: | |
speed = clamp(speed - AIR_CONTROL * delta, 0, speed) | |
func _move(): | |
velocity = old_velocity | |
velocity.x /= 2 | |
velocity.y += GRAVITY_FORCE | |
velocity.x += speed * direction | |
velocity.x = clamp(velocity.x, -speed, speed) | |
if jumping and is_on_floor(): | |
velocity.y += -JUMP_FORCE | |
old_velocity = move_and_slide(velocity, Vector2.UP) | |
func _animation(): | |
if direction != 0: $AnimatedSprite.flip_h = true if direction == -1 else false | |
if jumping: | |
if old_velocity.y > 0.1: | |
$AnimatedSprite.animation = "jump_end" | |
else: | |
$AnimatedSprite.animation = "jump" | |
else: | |
if direction == 0 or (old_velocity.x > velocity.x + 0.1 or old_velocity.x < velocity.x - 0.1): | |
$AnimatedSprite.animation = "idle" | |
else: | |
$AnimatedSprite.animation = "run" if running else "walk" |
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