master #5

Merged
eggman20339 merged 4 commits from master into main 2024-09-07 13:14:35 -04:00
4 changed files with 69 additions and 18 deletions
Showing only changes of commit 0f41e0d017 - Show all commits

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@ -1,25 +1,53 @@
extends CharacterBody2D extends CharacterBody2D
const SPEED = 300.0 const SPEED = 300.0
const JUMP_VELOCITY = -400.0 const JUMP_VELOCITY = -600.0
const MAX_JUMP_DURATION = 0.3
const MIN_JUMP_DURATION = 0.1
const GRAVITY = 980
const FALL_GRAVITY_MULTIPLIER = 1.5
var jump_timer = 0.0
var is_jumping = false
func _physics_process(delta: float) -> void: func _physics_process(delta):
# Add the gravity. # Apply gravity
if not is_on_floor(): if not is_on_floor():
velocity += get_gravity() * delta var gravity_multiplier = FALL_GRAVITY_MULTIPLIER if velocity.y > 0 else 1.0
velocity.y += GRAVITY * gravity_multiplier * delta
# Handle jump. # Handle Jump
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY start_jump()
if is_jumping:
jump_timer += delta
if Input.is_action_pressed("jump") and jump_timer < MAX_JUMP_DURATION:
continue_jump(delta)
else:
end_jump()
# Get the input direction and handle the movement/deceleration. # Handle horizontal movement
# As good practice, you should replace UI actions with custom gameplay actions. var direction = Input.get_axis("move_left", "move_right")
var direction := Input.get_axis("ui_left", "ui_right")
if direction: if direction:
velocity.x = direction * SPEED velocity.x = direction * SPEED
else: else:
velocity.x = move_toward(velocity.x, 0, SPEED) velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide() move_and_slide()
func start_jump():
velocity.y = JUMP_VELOCITY
is_jumping = true
jump_timer = 0.0
func continue_jump(delta):
if jump_timer > MIN_JUMP_DURATION:
var t = (jump_timer - MIN_JUMP_DURATION) / (MAX_JUMP_DURATION - MIN_JUMP_DURATION)
var ease_factor = 1.0 - t * t # Quadratic easing
velocity.y += JUMP_VELOCITY * ease_factor * delta
func end_jump():
is_jumping = false
if velocity.y < 0:
velocity.y *= 0.5 # Cut the upward velocity to end the jump early if button is released

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@ -7,14 +7,14 @@ size = Vector2(455, 51)
[node name="Ground1" type="Node2D"] [node name="Ground1" type="Node2D"]
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(2, 3)
scale = Vector2(0.2, 0.2)
texture = ExtResource("1_437ln")
[node name="StaticBody2D" type="StaticBody2D" parent="."] [node name="StaticBody2D" type="StaticBody2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"] [node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
position = Vector2(-8.5, 1.5) position = Vector2(-8.5, 1.5)
shape = SubResource("RectangleShape2D_2rdbk") shape = SubResource("RectangleShape2D_2rdbk")
debug_color = Color(0, 0.645698, 0.254313, 0.42) debug_color = Color(0, 0.645698, 0.254313, 0.42)
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(2, 3)
scale = Vector2(0.2, 0.2)
texture = ExtResource("1_437ln")

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@ -14,3 +14,21 @@ config/name="lakewood"
run/main_scene="res://world.tscn" run/main_scene="res://world.tscn"
config/features=PackedStringArray("4.3", "Forward Plus") config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
[input]
jump={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}

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@ -11,19 +11,24 @@
physics_interpolation_mode = 1 physics_interpolation_mode = 1
[node name="Tellick" parent="." instance=ExtResource("1_dgu6h")] [node name="Tellick" parent="." instance=ExtResource("1_dgu6h")]
position = Vector2(-7, -130) position = Vector2(-39, 47)
[node name="Camera2D" type="Camera2D" parent="."] [node name="Camera2D" type="Camera2D" parent="."]
zoom = Vector2(0.5, 0.5)
[node name="StaticBody2D" type="StaticBody2D" parent="."] [node name="StaticBody2D" type="StaticBody2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"] [node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
position = Vector2(1, 140) position = Vector2(1, 140)
shape = SubResource("WorldBoundaryShape2D_5e4u7") shape = SubResource("WorldBoundaryShape2D_5e4u7")
debug_color = Color(0.994873, 0.0645888, 1.15514e-06, 0.42)
[node name="Ground1" parent="." instance=ExtResource("2_gboim")] [node name="Ground1" parent="." instance=ExtResource("2_gboim")]
position = Vector2(-333, 114) position = Vector2(-279, 114)
[node name="TileMap" type="TileMap" parent="."] [node name="TileMap" type="TileMap" parent="."]
tile_set = SubResource("TileSet_bke3u") tile_set = SubResource("TileSet_bke3u")
format = 2 format = 2
[node name="Ground2" parent="." instance=ExtResource("2_gboim")]
position = Vector2(-245, -72)