139 lines
3.4 KiB
GDScript
139 lines
3.4 KiB
GDScript
|
|
extends KinematicBody2D
|
|
|
|
#This is a simple collision demo showing how
|
|
#the kinematic cotroller works.
|
|
#move() will allow to move the node, and will
|
|
#always move it to a non-colliding spot,
|
|
#as long as it starts from a non-colliding spot too.
|
|
|
|
|
|
#pixels / second
|
|
const GRAVITY = 500.0
|
|
|
|
#Angle in degrees towards either side that the player can
|
|
#consider "floor".
|
|
const FLOOR_ANGLE_TOLERANCE = 40
|
|
const WALK_FORCE = 600
|
|
const WALK_MIN_SPEED=10
|
|
const WALK_MAX_SPEED = 200
|
|
const STOP_FORCE = 1300
|
|
const JUMP_SPEED = 200
|
|
const JUMP_MAX_AIRBORNE_TIME=0.2
|
|
|
|
const SLIDE_STOP_VELOCITY=1.0 #one pixel per second
|
|
const SLIDE_STOP_MIN_TRAVEL=1.0 #one pixel
|
|
|
|
var velocity = Vector2()
|
|
var on_air_time=100
|
|
var jumping=false
|
|
|
|
var prev_jump_pressed=false
|
|
|
|
func _fixed_process(delta):
|
|
|
|
#create forces
|
|
var force = Vector2(0,GRAVITY)
|
|
|
|
var stop = velocity.x!=0.0
|
|
|
|
var walk_left = Input.is_action_pressed("move_left")
|
|
var walk_right = Input.is_action_pressed("move_right")
|
|
var jump = Input.is_action_pressed("jump")
|
|
|
|
var stop=true
|
|
|
|
if (walk_left):
|
|
if (velocity.x<=WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
|
|
force.x-=WALK_FORCE
|
|
stop=false
|
|
|
|
elif (walk_right):
|
|
if (velocity.x>=-WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
|
|
force.x+=WALK_FORCE
|
|
stop=false
|
|
|
|
if (stop):
|
|
var vsign = sign(velocity.x)
|
|
var vlen = abs(velocity.x)
|
|
|
|
vlen -= STOP_FORCE * delta
|
|
if (vlen<0):
|
|
vlen=0
|
|
|
|
velocity.x=vlen*vsign
|
|
|
|
|
|
|
|
#integrate forces to velocity
|
|
velocity += force * delta
|
|
|
|
#integrate velocity into motion and move
|
|
var motion = velocity * delta
|
|
|
|
#move and consume motion
|
|
motion = move(motion)
|
|
|
|
|
|
var floor_velocity=Vector2()
|
|
|
|
if (is_colliding()):
|
|
# you can check which tile was collision against with this
|
|
# print(get_collider_metadata())
|
|
|
|
#ran against something, is it the floor? get normal
|
|
var n = get_collision_normal()
|
|
|
|
if ( rad2deg(acos(n.dot( Vector2(0,-1)))) < FLOOR_ANGLE_TOLERANCE ):
|
|
#if angle to the "up" vectors is < angle tolerance
|
|
#char is on floor
|
|
on_air_time=0
|
|
floor_velocity=get_collider_velocity()
|
|
|
|
|
|
if (on_air_time==0 and force.x==0 and get_travel().length() < SLIDE_STOP_MIN_TRAVEL and abs(velocity.x) < SLIDE_STOP_VELOCITY and get_collider_velocity()==Vector2()):
|
|
#Since this formula will always slide the character around,
|
|
#a special case must be considered to to stop it from moving
|
|
#if standing on an inclined floor. Conditions are:
|
|
# 1) Standing on floor (on_air_time==0)
|
|
# 2) Did not move more than one pixel (get_travel().length() < SLIDE_STOP_MIN_TRAVEL)
|
|
# 3) Not moving horizontally (abs(velocity.x) < SLIDE_STOP_VELOCITY)
|
|
# 4) Collider is not moving
|
|
|
|
revert_motion()
|
|
velocity.y=0.0
|
|
|
|
else:
|
|
#For every other case of motion,our motion was interrupted.
|
|
#Try to complete the motion by "sliding"
|
|
#by the normal
|
|
|
|
motion = n.slide(motion)
|
|
velocity = n.slide(velocity)
|
|
#then move again
|
|
move(motion)
|
|
|
|
if (floor_velocity!=Vector2()):
|
|
#if floor moves, move with floor
|
|
move(floor_velocity*delta)
|
|
|
|
if (jumping and velocity.y>0):
|
|
#if falling, no longer jumping
|
|
jumping=false
|
|
|
|
if (on_air_time<JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):
|
|
# Jump must also be allowed to happen if the
|
|
# character left the floor a little bit ago.
|
|
# Makes controls more snappy.
|
|
velocity.y=-JUMP_SPEED
|
|
jumping=true
|
|
|
|
on_air_time+=delta
|
|
prev_jump_pressed=jump
|
|
|
|
func _ready():
|
|
#Initalization here
|
|
set_fixed_process(true)
|
|
pass
|
|
|
|
|