godot-platformer/Player.gd

56 lines
1.5 KiB
GDScript

extends KinematicBody2D
const ACCELERATION = 600
const MAX_SPEED = 64
const FRICTION = 0.25
const AIR_RESISTANCE = 0.02
const GRAVITY = 220
const JUMP_FORCE = 128
const COUNTER_MIN = 0.1
var motion = Vector2.ZERO
var counter = 0
onready var sprite = $Sprite
onready var animationPlayer = $AnimationPlayer
func _physics_process(delta):
print(delta)
if is_on_floor():
counter = 0
sprite.material.set_shader_param("amount", 0.3)
else:
counter += delta
var x_input = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
if x_input != 0:
animationPlayer.play("Run")
motion.x += x_input * ACCELERATION * delta
motion.x = clamp(motion.x, -MAX_SPEED, MAX_SPEED)
sprite.flip_h = x_input < 0
else:
animationPlayer.play("Stand")
motion.y += GRAVITY * delta
# If on floor
if counter < COUNTER_MIN:
if x_input == 0: # & no input
motion.x = lerp(motion.x, 0, FRICTION) # add friction
if Input.is_action_just_pressed("ui_up"): # & jump input
motion.y = -JUMP_FORCE # move up
else: # If not on floor
animationPlayer.play("Jump")
if Input.is_action_just_released("ui_up") and motion.y < -JUMP_FORCE/2: # & moving up
motion.y = -JUMP_FORCE/2 # half speed
if x_input == 0: # & no input
motion.x = lerp(motion.x, 0, AIR_RESISTANCE) # add air resistance
sprite.material.set_shader_param("amount", clamp(abs(motion.y)/50,0.3,0.5))
$"/root/World/TileMap".material.set_shader_param("amount", clamp(abs(motion.y)/50,0.3,0.5))
motion = move_and_slide(motion, Vector2.UP)