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48
scripts/player.gd
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scripts/player.gd
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extends CharacterBody2D
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@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D
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const JUMP_VELOCITY = -300.0
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const MAX_WALK_SPEED = 130.0
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const ACCELERATION = 800.0 # Acceleration for smoother movement
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const FRICTION = 600.0 # Deceleration when no input is given
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var direction: float = 0
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func _process(delta: float) -> void:
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# Flip the sprite based on current direction
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if direction != 0:
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animated_sprite.flip_h = direction == -1
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# Play animatinos
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if not is_on_floor():
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animated_sprite.play("jump")
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elif direction != 0:
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animated_sprite.play("run")
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else:
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animated_sprite.play("idle")
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func _physics_process(delta: float) -> void:
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# Add the gravity
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump30
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y += JUMP_VELOCITY
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# Get the input direction and handle the movement.
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direction = Input.get_axis("move_left", "move_right")
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if direction:
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# Only apply more move acceleration if we're at/past max walk speed
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# (only if accelerating towards opposite direction, or not yet at max speed)
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#
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# This implementation makes sure we don't accientaly decelerate by moving if we
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# got velocity from something else (e.g. a boost), which the move_towards func
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# would otherwise do.
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if sign(velocity.x) != sign(direction) or abs(velocity.x) < MAX_WALK_SPEED:
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velocity.x = move_toward(velocity.x, direction * MAX_WALK_SPEED, ACCELERATION * delta)
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else:
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velocity.x = move_toward(velocity.x, 0, FRICTION * delta)
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move_and_slide()
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