tuned jumping
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@ -1,11 +1,11 @@
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extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -600.0
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const JUMP_VELOCITY = -1000.0
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const MAX_JUMP_DURATION = 0.3
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const MIN_JUMP_DURATION = 0.1
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const MIN_JUMP_DURATION = 0.01
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const GRAVITY = 980
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const FALL_GRAVITY_MULTIPLIER = 1.5
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const FALL_GRAVITY_MULTIPLIER = 2
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var jump_timer = 0.0
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var is_jumping = false
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@ -13,7 +13,7 @@ var is_jumping = false
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func _physics_process(delta):
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# Apply gravity
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if not is_on_floor():
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var gravity_multiplier = FALL_GRAVITY_MULTIPLIER if velocity.y > 0 else 1.0
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var gravity_multiplier = FALL_GRAVITY_MULTIPLIER if velocity.y > 0 else 2
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velocity.y += GRAVITY * gravity_multiplier * delta
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# Handle Jump
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@ -21,8 +21,7 @@ func _physics_process(delta):
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start_jump()
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if is_jumping:
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jump_timer += delta
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if Input.is_action_pressed("jump") and jump_timer < MAX_JUMP_DURATION:
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if Input.is_action_pressed("jump"):
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continue_jump(delta)
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else:
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end_jump()
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@ -39,15 +38,11 @@ func _physics_process(delta):
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func start_jump():
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velocity.y = JUMP_VELOCITY
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is_jumping = true
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jump_timer = 0.0
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func continue_jump(delta):
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if jump_timer > MIN_JUMP_DURATION:
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var t = (jump_timer - MIN_JUMP_DURATION) / (MAX_JUMP_DURATION - MIN_JUMP_DURATION)
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var ease_factor = 1.0 - t * t # Quadratic easing
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velocity.y += JUMP_VELOCITY * ease_factor * delta
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pass
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func end_jump():
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is_jumping = false
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if velocity.y < 0:
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velocity.y *= 0.5 # Cut the upward velocity to end the jump early if button is released
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velocity.y *= 0.20
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is_jumping = false
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