master #5

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eggman20339 merged 4 commits from master into main 2024-09-07 13:14:35 -04:00
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@ -1,11 +1,11 @@
extends CharacterBody2D extends CharacterBody2D
const SPEED = 300.0 const SPEED = 300.0
const JUMP_VELOCITY = -600.0 const JUMP_VELOCITY = -1000.0
const MAX_JUMP_DURATION = 0.3 const MAX_JUMP_DURATION = 0.3
const MIN_JUMP_DURATION = 0.1 const MIN_JUMP_DURATION = 0.01
const GRAVITY = 980 const GRAVITY = 980
const FALL_GRAVITY_MULTIPLIER = 1.5 const FALL_GRAVITY_MULTIPLIER = 2
var jump_timer = 0.0 var jump_timer = 0.0
var is_jumping = false var is_jumping = false
@ -13,7 +13,7 @@ var is_jumping = false
func _physics_process(delta): func _physics_process(delta):
# Apply gravity # Apply gravity
if not is_on_floor(): if not is_on_floor():
var gravity_multiplier = FALL_GRAVITY_MULTIPLIER if velocity.y > 0 else 1.0 var gravity_multiplier = FALL_GRAVITY_MULTIPLIER if velocity.y > 0 else 2
velocity.y += GRAVITY * gravity_multiplier * delta velocity.y += GRAVITY * gravity_multiplier * delta
# Handle Jump # Handle Jump
@ -21,8 +21,7 @@ func _physics_process(delta):
start_jump() start_jump()
if is_jumping: if is_jumping:
jump_timer += delta if Input.is_action_pressed("jump"):
if Input.is_action_pressed("jump") and jump_timer < MAX_JUMP_DURATION:
continue_jump(delta) continue_jump(delta)
else: else:
end_jump() end_jump()
@ -39,15 +38,11 @@ func _physics_process(delta):
func start_jump(): func start_jump():
velocity.y = JUMP_VELOCITY velocity.y = JUMP_VELOCITY
is_jumping = true is_jumping = true
jump_timer = 0.0
func continue_jump(delta): func continue_jump(delta):
if jump_timer > MIN_JUMP_DURATION: pass
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(): func end_jump():
is_jumping = false
if velocity.y < 0: if velocity.y < 0:
velocity.y *= 0.5 # Cut the upward velocity to end the jump early if button is released velocity.y *= 0.20
is_jumping = false