GMTK-2024/gmtk_2024/scripts/player_movement.gd
2024-08-17 17:33:34 +02:00

66 lines
1.6 KiB
GDScript

extends CharacterBody2D
@export var speed = 340
@export var gravity = 50
var jump_count = 1
@export var jump_strength = 100
var is_touching_floor : bool = true
var jump_buffer_timer : float
var coyote_timer : float = 0.2 # 200 millisecond buffer
var input_direction = 0 #To keep track of which direction we where moving in last frame
func get_input(delta):
var left = Input.is_action_pressed("player_left")
var right = Input.is_action_pressed("player_right")
if left and right:
input_direction = 0
elif left:
input_direction = -1
elif right:
input_direction = 1
else:
input_direction = 0
# This line updates the player's velocity
velocity.x = input_direction * speed
if is_on_floor():
# reset the jump count
is_touching_floor = true
jump_count = 1
coyote_timer = 0.2
if jump_buffer_timer > 0:
Jump()
if not is_on_floor():
if jump_buffer_timer > 0:
jump_buffer_timer -= delta
if coyote_timer > 0.0:
coyote_timer -= delta
else:
jump_count = 0
if Input.is_action_just_pressed("player_jump"):
if jump_count > 0:
Jump()
else:
jump_buffer_timer = 0.2 # set a timer to jump again once the player has reached the ground, provided the jump is is still being held down
elif Input.is_action_pressed("player_jump"): #Fall less fast if we keep holding the button
velocity.y += -1 * 25
func _physics_process(delta):
get_input(delta)
velocity.y += gravity
move_and_slide()
# print(jump_count) # Uncomment for debugging
func Jump():
velocity.y = -1 * jump_strength
jump_count = 0
is_touching_floor = false
func _on_hurtbox_body_entered(body: Node2D) -> void:
get_tree().reload_current_scene()