97 lines
2.2 KiB
GDScript
97 lines
2.2 KiB
GDScript
class_name BoxBoy extends CharacterBody2D
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@onready var _sprite = $AnimatedSprite2D
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const MOVE_FORCE: int = 300
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const JUMP_FORCE: int = 500 #about 4 tiles
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const GRAVITY_RISING: int = 15
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const GRAVITY_FALLING: int = 30
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#bouncy platform
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const BOUNCE_FORCE: int = -820 #about 10 tiles
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var just_bounced: bool = false #allow max bounce height (i.e. ignore jump input)
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#floaty field
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const FLOATY_RISING: int = -10
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const FLOATY_FALLING: int = -30
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var floaty_counter: int = 0
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#limits
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const MAX_MOVE_SPEED: int = 300
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const MAX_FALL_SPEED: int = 500
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const MAX_FLOATY_SPEED: int = -300
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#boilerplate
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func _ready():
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_sprite.play("idle", 1)
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#movement
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func _physics_process(_delta) -> void:
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#jump input
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if is_on_floor() and Input.is_action_just_pressed("input_jump"):
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velocity.y -= JUMP_FORCE
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if floaty_counter > 0:
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#inverted - could tweak the rise?
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if is_rising():
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velocity.y += FLOATY_RISING
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else:
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velocity.y += FLOATY_FALLING
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#fall faster than you rise
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elif is_rising() and (Input.is_action_pressed("input_jump") or just_bounced):
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velocity.y += GRAVITY_RISING
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else:
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velocity.y += GRAVITY_FALLING
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just_bounced = false
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#terminal velocity
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if floaty_counter > 0:
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if velocity.y < MAX_FLOATY_SPEED:
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velocity.y = MAX_FLOATY_SPEED
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elif is_falling() and velocity.y > MAX_FALL_SPEED:
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velocity.y = MAX_FALL_SPEED
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print(velocity.y)
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#input, walking
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var move_dir = Input.get_axis("input_left", "input_right")
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#move with a maximum value
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if move_dir:
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_sprite.flip_h = move_dir < 0 #fancy
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velocity.x += MOVE_FORCE * move_dir
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if abs(velocity.x) > MAX_MOVE_SPEED:
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velocity.x = MAX_MOVE_SPEED * sign(velocity.x)
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#no input, slow down
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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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#do the thing
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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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#utils
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#func is_airborne() -> bool: return !is_on_floor()
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func is_rising() -> bool: return velocity.y < 0
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func is_falling() -> bool: return velocity.y >= 0
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#external actions
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func apply_bounce() -> void:
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velocity.y = BOUNCE_FORCE
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just_bounced = true
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func enable_float() -> void:
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floaty_counter += 1
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pass
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func disable_float() -> void:
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floaty_counter -= 1
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pass
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