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colorvania/boxboy/boxboy.gd

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GDScript

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)
#floaty field
const FLOATY_RISING: int = -10
const FLOATY_FALLING: int = -30
var floaty_counter: int = 0
#limits
const MAX_MOVE_SPEED: int = 300
const MAX_FALL_SPEED: int = 500
const MAX_FLOATY_SPEED: int = -300
#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
if floaty_counter > 0:
#inverted - could tweak the rise?
if is_rising():
velocity.y += FLOATY_RISING
else:
velocity.y += FLOATY_FALLING
#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
#terminal velocity
if floaty_counter > 0:
if velocity.y < MAX_FLOATY_SPEED:
velocity.y = MAX_FLOATY_SPEED
elif is_falling() and velocity.y > MAX_FALL_SPEED:
velocity.y = MAX_FALL_SPEED
print(velocity.y)
#input, walking
var move_dir = Input.get_axis("input_left", "input_right")
#move with a maximum value
if move_dir:
_sprite.flip_h = move_dir < 0 #fancy
velocity.x += MOVE_FORCE * move_dir
if abs(velocity.x) > MAX_MOVE_SPEED:
velocity.x = MAX_MOVE_SPEED * sign(velocity.x)
#no input, slow down
elif velocity.x != 0:
velocity.x = log(abs(velocity.x)) * 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
func enable_float() -> void:
floaty_counter += 1
pass
func disable_float() -> void:
floaty_counter -= 1
pass