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rectangular/player/player.gd

52 lines
1.6 KiB
GDScript

extends CharacterBody2D
# die
func die():
Levels.load_entrypoint(Gamestate.last_entrypoint)
# movement and stuff
@export var movement_speed = 300.0
@export var jump_velocity = -350.0
@export var max_jumps: int = 2
@export var rigidbody_impulse_mult: float = 0.04
@onready var ceiling_raycast1 = $RayCastUp1
@onready var ceiling_raycast2 = $RayCastUp2
var jumps = 0
func _physics_process(delta: float) -> void:
var dir = Input.get_axis("player_left", "player_right")
var on_floor = is_on_floor()
var on_wall = is_on_wall()
var on_ceiling = ceiling_raycast1.is_colliding() or ceiling_raycast2.is_colliding()
# left right movement
if dir:
velocity.x = dir * movement_speed
else:
velocity.x = move_toward(velocity.x, 0, movement_speed)
# gravity
if not (on_floor or on_ceiling):
velocity += get_gravity() * delta
# reset number of jumps
if on_ceiling or on_floor or on_wall:
jumps = 0
# jumping / dropping from ceiling
if Input.is_action_just_pressed("player_jump"):
if on_ceiling: # drop from ceiling
velocity += get_gravity() * delta
elif 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)