diff options
author | Daniel Weipert <git@mail.dweipert.de> | 2024-05-23 23:45:28 +0200 |
---|---|---|
committer | Daniel Weipert <git@mail.dweipert.de> | 2024-05-23 23:45:52 +0200 |
commit | 7b11b1c2d8552b99f3e615a79621a2db769d9f5d (patch) | |
tree | 2a885d0835352ba961508921ffc872dcd46e905d /Player.gd |
initial commit
Diffstat (limited to 'Player.gd')
-rw-r--r-- | Player.gd | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/Player.gd b/Player.gd new file mode 100644 index 0000000..9528586 --- /dev/null +++ b/Player.gd @@ -0,0 +1,36 @@ +extends CharacterBody2D + + +const SPEED = 300.0 + +const JUMP_VELOCITY = -400.0 + +# Get the gravity from the project settings to be synced with RigidBody nodes. +var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") + + +func _physics_process(delta): + # Get the input direction and handle the movement/deceleration. + # As good practice, you should replace UI actions with custom gameplay actions. + var direction = Input.get_axis("ui_left", "ui_right") + if direction: + velocity.x = direction * SPEED + else: + velocity.x = move_toward(velocity.x, 0, SPEED) + + # Add the gravity. + if not is_on_floor(): + velocity.y += gravity * delta + + # Handle jump. + if Input.is_action_just_pressed("jump") and is_on_floor(): + velocity.y = JUMP_VELOCITY + if Input.is_action_just_released("jump"): + if velocity.y < 0: + velocity.y = 0 + + if is_on_wall() and not is_on_floor() and direction and Input.is_action_just_pressed("jump"): + velocity.y = JUMP_VELOCITY + velocity.x += abs((SPEED*2) / (JUMP_VELOCITY/gravity)) * -direction + + move_and_slide() |