testing Jordan's suggestions

This commit is contained in:
2026-02-25 20:22:23 +11:00
parent 0914903084
commit b9410e7eb6

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@@ -6,7 +6,7 @@ const MOVE_FORCE: int = 300 #about 10 tiles horizontally (airborne arc)
const JUMP_FORCE: int = 500 #about 4 tiles vertically
const GRAVITY_RISING: int = 15
const GRAVITY_FALLING: int = 30
const GRAVITY_FALLING: int = 60
#bouncy platform
const BOUNCE_FORCE: int = -820 #about 10 tiles vertically
@@ -43,12 +43,21 @@ func _physics_process(_delta) -> void:
velocity.y = -JUMP_FORCE
buffer_grounded = 0
buffer_jumping = 0
#normally, fall faster than you rise
elif velocity.y < 0 and (Input.is_action_pressed("input_jump") or just_bounced):
velocity.y += GRAVITY_RISING
#normally, fall faster than you rise + smooth apex at peak
if not is_on_floor():
var grav = GRAVITY_FALLING
if velocity.y < 0 and (Input.is_action_pressed("input_jump") or just_bounced):
grav = GRAVITY_RISING
else:
grav = GRAVITY_FALLING
just_bounced = false # reset here so bounce ascent uses light gravity
# smooth the transition right at the top
if abs(velocity.y) < 80:
grav = int(grav * 0.65)
velocity.y += grav
else:
velocity.y += GRAVITY_FALLING
just_bounced = false
#sideways movement