many small changes, and few big ones

This commit is contained in:
ChaoticByte 2024-10-16 20:23:53 +02:00
parent e8985f4e79
commit a3ca623258
No known key found for this signature in database
32 changed files with 391 additions and 247 deletions

54
core/player/player.gd Normal file
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extends CharacterBody2D
@onready var camera = $Camera2D
# die
func die():
LevelsCore.load_entrypoint(Gamestate.last_entrypoint)
# movement and stuff
@export var movement_speed = 300.0
@export var jump_velocity = -350.0
@export var air_friction = 0.02
@export var floor_friction = 0.1
@export var max_jumps: int = 2
@export var rigidbody_impulse_mult: float = 0.04
var locked: bool = false
var jumps: int = 0
func _physics_process(delta: float) -> void:
var gravity = get_gravity()
var dir = Input.get_axis("player_left", "player_right")
var on_floor = is_on_floor()
var on_wall = is_on_wall()
# left right movement
if dir and not locked:
velocity.x = move_toward(velocity.x, dir * movement_speed, movement_speed*floor_friction)
elif on_floor:# or on_ceiling:
velocity.x = move_toward(velocity.x, 0, movement_speed*floor_friction)
elif not locked:
velocity.x = move_toward(velocity.x, 0, movement_speed*air_friction)
# gravity
if not on_floor:
velocity += gravity * delta
# reset number of jumps
if on_floor or on_wall:
jumps = 0
# jumping / dropping from ceiling
if Input.is_action_just_pressed("player_jump") and not locked:
if jumps < max_jumps: # (allows air jumps)
velocity.y = jump_velocity
jumps += 1
move_and_slide()
# affect rigid bodies
# adapted solution from
# https://kidscancode.org/godot_recipes/4.x/physics/character_vs_rigid/index.html
for i in get_slide_collision_count():
var collision = get_slide_collision(i)
var collider = collision.get_collider()
if collider is RigidBody2D:
var impulse = -collision.get_normal() * (velocity.length() / collider.mass) * rigidbody_impulse_mult
collider.apply_central_impulse(impulse)

34
core/player/player.tscn Normal file
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[gd_scene load_steps=4 format=3 uid="uid://ebb4pfxklatj"]
[ext_resource type="Script" path="res://core/player/player.gd" id="1_fob34"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_7cq61"]
size = Vector2(16, 16)
[sub_resource type="OccluderPolygon2D" id="OccluderPolygon2D_p33ik"]
polygon = PackedVector2Array(-8.605, -17, -9, 1, 9, 1, 8.385, -17)
[node name="Player" type="CharacterBody2D"]
collision_layer = 2
slide_on_ceiling = false
floor_block_on_wall = false
script = ExtResource("1_fob34")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, -8)
shape = SubResource("RectangleShape2D_7cq61")
[node name="LightOccluder2D" type="LightOccluder2D" parent="."]
occluder = SubResource("OccluderPolygon2D_p33ik")
[node name="Polygon2D" type="Polygon2D" parent="."]
polygon = PackedVector2Array(-8.605, -17, -9, 1, 9, 1, 8.385, -17)
[node name="Camera2D" type="Camera2D" parent="."]
process_callback = 0
position_smoothing_enabled = true
drag_horizontal_enabled = true
drag_vertical_enabled = true
drag_top_margin = 0.3
drag_bottom_margin = 0.3
editor_draw_drag_margin = true