refactored movement script
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7af7aa8ded
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2c3a911fc9
3 changed files with 17 additions and 16 deletions
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@ -1,6 +1,6 @@
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[gd_scene load_steps=6 format=3 uid="uid://o8wdfgnlp0ud"]
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[ext_resource type="PackedScene" path="res://player.tscn" id="1_nvifn"]
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[ext_resource type="PackedScene" uid="uid://cfnmiqovwwhry" path="res://player.tscn" id="1_nvifn"]
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[ext_resource type="PackedScene" uid="uid://cxbalfjqtp06t" path="res://canvas_layer.tscn" id="2_1gnwx"]
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[ext_resource type="Texture2D" uid="uid://cyealb63c8uqg" path="res://temp_assets/background_commision.png" id="2_qherw"]
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[ext_resource type="Texture2D" uid="uid://bsu1bvlb0s8dp" path="res://temp_assets/Screenshot (1).png" id="3_es5ys"]
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@ -11,7 +11,6 @@ height = 32.0
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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script = ExtResource("1_otvu6")
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speed = 340
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[node name="Sprite2D" type="Sprite2D" parent="CharacterBody2D"]
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texture = ExtResource("2_d4ig1")
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@ -1,17 +1,18 @@
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extends CharacterBody2D
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@export var speed = 50
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@export var gravity = 50
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@export var jump = 700
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@export var speed = 340;
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@export var gravity = 50;
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@export var jump_count = 2;
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@export var jump_strength = 700;
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var max_jumps = 2;
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var jumpcount = 2;
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var input_direction = 0
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var jump_count_current = 2;
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var input_direction = 0 #To keep track of which direction we where moving in last frame
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func get_input():
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var left = Input.is_action_pressed("player_left")
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var right = Input.is_action_pressed("player_right")
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if left and right:
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input_direction = input_direction
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elif left:
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@ -21,17 +22,18 @@ func get_input():
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else :
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input_direction = 0
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velocity.x = input_direction * speed
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if Input.is_action_just_pressed("player_jump") and jumpcount > 0:
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velocity.y = -1 *jump
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jumpcount = jumpcount-1
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elif Input.is_action_pressed("player_jump"):
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if Input.is_action_just_pressed("player_jump") and jump_count_current > 0:
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velocity.y = -1 * jump_strength
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jump_count_current = jump_count_current-1
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elif Input.is_action_pressed("player_jump"): #Fall less fast if we keep holding the button
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velocity.y += -1 * 20
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if is_on_floor():
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jump_count_current = jump_count
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func _physics_process(delta):
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if is_on_floor():
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jumpcount = max_jumps
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get_input()
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velocity.y += gravity
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move_and_slide()
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