Changed name capitalization
This commit is contained in:
71
BoxBoy/BoxBoy.gd
Normal file
71
BoxBoy/BoxBoy.gd
Normal file
@@ -0,0 +1,71 @@
|
||||
class_name BoxBoy extends CharacterBody2D
|
||||
|
||||
@onready var _sprite = $AnimatedSprite2D
|
||||
|
||||
const MOVE_FORCE: int = 300
|
||||
const JUMP_FORCE: int = 500 #about 4 tiles
|
||||
|
||||
const GRAVITY_RISING: int = 15
|
||||
const GRAVITY_FALLING: int = 30
|
||||
|
||||
#bouncy platform
|
||||
const BOUNCE_FORCE: int = -820 #about 10 tiles
|
||||
var just_bounced: bool = false #allow max bounce height (i.e. ignore jump input)
|
||||
|
||||
#limits
|
||||
const MAX_MOVE_SPEED: int = 300
|
||||
const MAX_FALL_SPEED: int = 500
|
||||
|
||||
#boilerplate
|
||||
func _ready():
|
||||
_sprite.play("idle", 1)
|
||||
|
||||
#movement
|
||||
func _physics_process(_delta) -> void:
|
||||
#jump input
|
||||
if is_on_floor() and Input.is_action_just_pressed("input_jump"):
|
||||
velocity.y -= JUMP_FORCE
|
||||
|
||||
#normally, fall faster than you rise
|
||||
elif is_rising() and (Input.is_action_pressed("input_jump") or just_bounced):
|
||||
velocity.y += GRAVITY_RISING
|
||||
else:
|
||||
velocity.y += GRAVITY_FALLING
|
||||
just_bounced = false
|
||||
|
||||
#sideways movement
|
||||
var move_dir = Input.get_axis("input_left", "input_right")
|
||||
|
||||
if move_dir:
|
||||
_sprite.flip_h = move_dir < 0 #fancy HD 4K graphics
|
||||
velocity.x += MOVE_FORCE * move_dir
|
||||
|
||||
#no input, slow down
|
||||
elif velocity.x != 0:
|
||||
velocity.x = log(abs(velocity.x)) * sign(velocity.x)
|
||||
|
||||
#terminal velocity (in all directions)
|
||||
if is_falling() and velocity.y > MAX_FALL_SPEED:
|
||||
velocity.y = MAX_FALL_SPEED
|
||||
if abs(velocity.x) > MAX_MOVE_SPEED:
|
||||
velocity.x = MAX_MOVE_SPEED * sign(velocity.x)
|
||||
|
||||
#do the thing
|
||||
move_and_slide()
|
||||
|
||||
#animation stuff
|
||||
func _on_animation_finished() -> void:
|
||||
if randf() < 0.2:
|
||||
_sprite.play("idle_glance", 2)
|
||||
else:
|
||||
_sprite.play("idle", 2)
|
||||
|
||||
#utils
|
||||
#func is_airborne() -> bool: return !is_on_floor()
|
||||
func is_rising() -> bool: return velocity.y < 0
|
||||
func is_falling() -> bool: return velocity.y >= 0
|
||||
|
||||
#external actions
|
||||
func apply_bounce() -> void:
|
||||
velocity.y = BOUNCE_FORCE
|
||||
just_bounced = true
|
||||
Reference in New Issue
Block a user