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extends KinematicBody2D | |
export var move_speed = 200.0 | |
var velocity := Vector2.ZERO | |
export var jump_height : float | |
export var jump_time_to_peak : float | |
export var jump_time_to_descent : float | |
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 _physics_process(delta): | |
velocity.y += get_gravity() * delta | |
velocity.x = get_input_velocity() * move_speed | |
if Input.is_action_just_pressed("jump") and is_on_floor(): | |
jump() | |
velocity = move_and_slide(velocity, Vector2.UP) | |
func get_gravity() -> float: | |
return jump_gravity if velocity.y < 0.0 else fall_gravity | |
func jump(): | |
velocity.y = jump_velocity | |
func get_input_velocity() -> float: | |
var horizontal := 0.0 | |
if Input.is_action_pressed("left"): | |
horizontal -= 1.0 | |
if Input.is_action_pressed("right"): | |
horizontal += 1.0 | |
return horizontal |
In Godot 4.0.1 I have set jump_height to 66 but I can't jump on top of tiles that are 64 pixels high. I have to set jump_height to 67 to make the jump. Is this behavior to be expected or is something wrong with my code?
I haven't tested this code with Godot 4.0 yet, but I can't see why it would be different, unless CharacterBody3D has substantially changed. Could you send a screenshot of your set up (i.e. the tiles you want to jump, the character, and the collision shapes you're using)?
Just made a minimalist project using only your code converted to Godot 4.0.2 and it seems to work without any issue.
Hm I did notice something weird after all: jump_height 64, 63, 62 all jump over 64 pixels. Might be something wrong with Godot 4 physics after all. /edit: same behavior in 3.5.
Hmmm, that's strange, I haven't noticed any problems in Godot 3.x yet, and this code should be mathematically pure as it's derived from real-world physics equations. Could you send a screenshot of your project or a minimal reproduction project?
https://www.dropbox.com/s/x2fk6yg589q10gw/Jump%20height%20test%203.5.zip?dl=0
Here's a link to a minimal reproduction project in Godot 3.5. As you can see I have jump_height set to 62 and the player can jump over 64 height of blocks.
I tried this but it doesn't work for some reason. I get Division by zero in operator '/' error
also an error at function: _ready reffering to the onready var
I tried this but it doesn't work for some reason. I get Division by zero in operator '/' error also an error at function: _ready referring to the onready var
Are you sure you initialized all the related variables? if either time_to_descend or time_to_peak are 0 when the node is ready (whence why the error occurs at the _ready() function) you'll get a division by zero error.
Would there be a way to get this working in Godot 4.X?
Would there be a way to get this working in Godot 4.X?
This works on my end. It's the base movement template from Godot 4.0 with these concepts built in.
extends CharacterBody2D
@onready var screen_size = get_viewport_rect().size
const SPEED = 600.0
#const JUMP_VELOCITY = -600.0
@export var jump_height : float
@export var jump_time_to_peak : float
@export var jump_time_to_descent : float
@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
# Get the gravity from the project settings to be synced with RigidBody nodes.
#var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
#var gravity = 980
func _physics_process(delta):
print(jump_gravity,fall_gravity)
# Add the gravity.
if not is_on_floor():
velocity.y += get_gravity() * delta
# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = jump_velocity
print("JUMP")
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction = Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
slow_friction(delta)
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
print(direction)
# Screenwrap
#position.x = wrapf(position.x, 0, screen_size.x)
#position.y = wrapf(position.y, 0, screen_size.y)
move_and_slide()
func slow_friction(d):
velocity.x -= .02 * d
print(velocity)
print("SLOW")
func get_gravity() -> float:
return jump_gravity if velocity.y < 0.0 else fall_gravity
Would there be a way to get this working in Godot 4.X?
Here is a minimalist implementation for Godot 4.x.x
. I also included air jumps because reasons.
extends CharacterBody2D
@export var move_speed : float = 200.0
@export var air_jumps_total : int = 1
var air_jumps_current : int = air_jumps_total
@export var jump_height : float = 30
@export var jump_time_to_peak : float = 0.5
@export var jump_time_to_descent : float = 0.25
@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 _physics_process(delta):
velocity.y += get_gravity() * delta
velocity.x = get_horizontal_velocity() * move_speed
if Input.is_action_just_pressed("jump"):
if is_on_floor():
jump()
if air_jumps_current > 0 and not is_on_floor():
air_jump()
var direction = Input.get_axis("move_left", "move_right")
if direction:
velocity.x = direction * move_speed
else:
velocity.x = move_toward(velocity.x, 0, move_speed)
move_and_slide()
func get_gravity() -> float:
return jump_gravity if velocity.y < 0.0 else fall_gravity
func jump():
air_jumps_current = air_jumps_total
velocity.y = jump_velocity
func air_jump():
air_jumps_current -= 1
velocity.y = jump_velocity
func get_horizontal_velocity() -> float:
var horizontal := 0.0
if Input.is_action_pressed("move_left"):
horizontal -= 1.0
if Input.is_action_pressed("move_right"):
horizontal += 1.0
return horizontal
I found out that physics frame rates affects the code, which makes the script now really inconsistent. When I set the jump to 256 (twice the height of the character's body) it jump roughly 9 pixels higher above the platform that is 3 times my body, looking somewhat like this:
(this is with 60fps)
And if I set the game settings to 120 fps, it jumps normally (probably would affect higher jumps)
This works for me with variable height based on how long the button is pressed:
extends CharacterBody2D
@export_group("Jump")
@export var jump_height_px = 30.0
@export var jump_time_up = 0.4
@export var jump_time_down = 0.1
@onready var jump_velocity = -(2.0 * jump_height_px) / jump_time_up
@onready var jump_gravity = (2.0 * jump_height_px) / (jump_time_up * jump_time_up)
@onready var fall_gravity = (2.0 * jump_height_px) / (jump_time_down * jump_time_down)
var _gravity: float:
get:
return jump_gravity if velocity.y < 0.0 else fall_gravity
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var jump_timer: Timer = $JumpTimer
func _handle_variable_height_jump() -> void:
# check initial input
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
jump_timer.start()
velocity.y = jump_velocity
sprite.play("jump")
# keep checking input while timer is running
if not jump_timer.is_stopped() and Input.is_action_pressed("ui_accept"):
velocity.y = jump_velocity
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity.y += _gravity * delta
velocity.x = get_horizontal_velocity() * move_speed
# Handle jump.
_handle_variable_height_jump(delta)
move_and_slide()
Hi, trying to get this code to work in 4.2.2, but for some reason math isn't working correctly, can't figure out why. Changing "time_to_peak" and "time_to_fall" also seems to affect the jump height, which wasn't supposed to be the case.
Here's my code (with coyote time and jump buffering already implemented, you can ignore those)
extends CharacterBody2D
var speed : float = 200
var jump_height : float = 100
var time_to_peak : float = 0.5
var time_to_fall : float = 0.3
var _coyote_time : float = 0.0
var _jump_buffer : float = 0.0
var _jumped : bool = false
var _jump_velocity : float = ((2.0 * jump_height) / time_to_peak)
func _get_gravity() -> float:
if velocity.y >= 0 and Input.is_action_pressed("MOVE_JUMP"):
return ((2.0 * jump_height) / (time_to_peak ** 2))
else:
pass
_jumped = false
return ((2.0 * jump_height) / (time_to_fall ** 2))
func _jump() -> void:
velocity.y = -_jump_velocity
_jumped = true
func _physics_process(delta) -> void:
if is_on_floor():
_coyote_time = 0.1
if Input.is_action_just_pressed("MOVE_JUMP") or _jump_buffer > 0.0:
_jump()
else:
velocity.y += _get_gravity() * delta
if _coyote_time > 0 and Input.is_action_just_pressed("MOVE_JUMP"):
_jump()
elif Input.is_action_just_pressed("MOVE_JUMP"):
_jump_buffer = 0.2
_coyote_time -= delta
_jump_buffer -= delta
velocity.x = clamp(Input.get_axis("MOVE_LEFT", "MOVE_RIGHT")*100, -1.0, 1.0) * speed
move_and_slide()
print(velocity)
Thanks in advance
Hi, trying to get this code to work in 4.2.2, but for some reason math isn't working correctly, can't figure out why. Changing "time_to_peak" and "time_to_fall" also seems to affect the jump height, which wasn't supposed to be the case.
Here's my code (with coyote time and jump buffering already implemented, you can ignore those)
extends CharacterBody2D var speed : float = 200 var jump_height : float = 100 var time_to_peak : float = 0.5 var time_to_fall : float = 0.3 var _coyote_time : float = 0.0 var _jump_buffer : float = 0.0 var _jumped : bool = false var _jump_velocity : float = ((2.0 * jump_height) / time_to_peak) func _get_gravity() -> float: if velocity.y >= 0 and Input.is_action_pressed("MOVE_JUMP"): return ((2.0 * jump_height) / (time_to_peak ** 2)) else: pass _jumped = false return ((2.0 * jump_height) / (time_to_fall ** 2)) func _jump() -> void: velocity.y = -_jump_velocity _jumped = true func _physics_process(delta) -> void: if is_on_floor(): _coyote_time = 0.1 if Input.is_action_just_pressed("MOVE_JUMP") or _jump_buffer > 0.0: _jump() else: velocity.y += _get_gravity() * delta if _coyote_time > 0 and Input.is_action_just_pressed("MOVE_JUMP"): _jump() elif Input.is_action_just_pressed("MOVE_JUMP"): _jump_buffer = 0.2 _coyote_time -= delta _jump_buffer -= delta velocity.x = clamp(Input.get_axis("MOVE_LEFT", "MOVE_RIGHT")*100, -1.0, 1.0) * speed move_and_slide() print(velocity)Thanks in advance
welp, turns out my whole problem was >=
instead of <=
...
@Intrivus Unfortunately, what you're experiencing is an unavoidable side effect of updating the character movement using these formulas of delta time. This kind of updating is called Euler Integration and it's prone to over or underestimation in physics approximation. Generally, Euler integration behaves more physically accurate at higher framerates, as you noticed. If high precision is important, you should probably just run your project at the higher framerate as it's the easiest solution. Otherwise, you can try using a different integration method, like Runge-Kutta. I will warn that different integration methods tend to be much more complex than Euler and may be difficult to implement if you don't have a good grasp on physics and calculus.
Figure out I changed project settings for the ticks, if I unlock fps by turning off Vsync it still occur even when I have more FPS, I think there is a problem with the math or Godot 4
Physics framerate and rendering framerate are different in Godot. You can render the scene at a higher FPS with Vsync off, but Godot will still update the physics at a fixed interval depending on the project settings
Ik that Godot run at a fixed interval, anyways thanks for replying I will check out the RK method
How would I implement this jump script into my player script with state machine in godot v4.3?
dosent work