Dead simple, but it's a start
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36
boxboy/boxboy.gd
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36
boxboy/boxboy.gd
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extends CharacterBody2D
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@onready var _sprite = $AnimatedSprite2D
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const GRAVITY: Vector2 = Vector2(0, 9.8)
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const MAX_SPEED: int = 500
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const IMPULSE: int = 80
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const JUMP: int = -400 #TODO: proper jump arch
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func _ready():
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_sprite.play("idle", 1)
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#physics and controls
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func _physics_process(_delta) -> void:
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#falling or jumping
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if is_on_floor() and Input.is_action_just_pressed("input_jump"):
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velocity.y = JUMP
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velocity += GRAVITY
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var direction = Input.get_axis("input_left", "input_right")
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if direction:
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velocity.x += IMPULSE * direction
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if abs(velocity.x) > MAX_SPEED:
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velocity.x = MAX_SPEED * sign(velocity.x)
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elif velocity.x != 0:
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velocity.x = log(abs(velocity.x)) * sign(velocity.x)
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move_and_slide()
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#animation stuff
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func _on_animation_finished() -> void:
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if randf() < 0.2:
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_sprite.play("idle_glance", 2)
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else:
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_sprite.play("idle", 2)
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