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- extends CharacterBody2D
- const WALK_FORCE = 600
- const WALK_MAX_SPEED = 200
- const STOP_FORCE = 1300
- const JUMP_SPEED = 200
- @onready var gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")
- func _physics_process(delta: float) -> void:
- # Horizontal movement code. First, get the player's input.
- var walk := WALK_FORCE * (Input.get_axis(&"move_left", &"move_right"))
- # Slow down the player if they're not trying to move.
- if abs(walk) < WALK_FORCE * 0.2:
- # The velocity, slowed down a bit, and then reassigned.
- velocity.x = move_toward(velocity.x, 0, STOP_FORCE * delta)
- else:
- velocity.x += walk * delta
- # Clamp to the maximum horizontal movement speed.
- velocity.x = clamp(velocity.x, -WALK_MAX_SPEED, WALK_MAX_SPEED)
- # Vertical movement code. Apply gravity.
- velocity.y += gravity * delta
- # Move based on the velocity and snap to the ground.
- # TODO: This information should be set to the CharacterBody properties instead of arguments: snap, Vector2.DOWN, Vector2.UP
- # TODO: Rename velocity to linear_velocity in the rest of the script.
- move_and_slide()
- # Check for jumping. is_on_floor() must be called after movement code.
- if is_on_floor() and Input.is_action_just_pressed(&"jump"):
- velocity.y = -JUMP_SPEED
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