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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 |
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?
This works for me with variable height based on how long the button is pressed: