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-rw-r--r--Character.gd89
1 files changed, 89 insertions, 0 deletions
diff --git a/Character.gd b/Character.gd
new file mode 100644
index 0000000..54bfdc5
--- /dev/null
+++ b/Character.gd
@@ -0,0 +1,89 @@
+extends KinematicBody2D
+
+
+const SPEED = 130
+const JUMPFORCE = -500
+const GRAVITY = 20
+
+var velocity = Vector2()
+var direction = Enum.DIRECTION.RIGHT
+
+var canDoubleJump = false
+var hasPlayedFallStop = false
+
+
+func _physics_process(_delta):
+ if Input.is_action_pressed("ui_left"):
+ velocity.x = -SPEED
+ direction = Enum.DIRECTION.LEFT
+ $Sprite.play("walk")
+ $Sprite.flip_h = true
+
+ if Input.is_action_pressed("ui_accept"):
+ velocity.x *=2
+ $Sprite.play("slide")
+ elif Input.is_action_pressed("ui_right"):
+ velocity.x = SPEED
+ direction = Enum.DIRECTION.RIGHT
+ $Sprite.play("walk")
+ $Sprite.flip_h = false
+
+ if Input.is_action_pressed("ui_accept"):
+ velocity.x *= 2
+ $Sprite.play("slide")
+ else:
+ $Sprite.play("idle")
+
+ # jump and fall animation
+ if not is_on_floor():
+ $Sprite.play("jump")
+ if velocity.y > -JUMPFORCE:
+ $CheckFallLanding.set_enabled(true)
+ $CheckFallStop.set_enabled(true)
+ if $CheckFallLanding.is_colliding():
+ $Sprite.play("fall_stop_landing")
+ elif $CheckFallStop.is_colliding():
+ $Sprite.play("fall_stop")
+ else:
+ $Sprite.play("fall")
+ else:
+ $CheckFallLanding.set_enabled(false)
+ $CheckFallStop.set_enabled(true)
+
+
+ # fall down
+ velocity.y += GRAVITY
+
+ # jump
+ if Input.is_action_just_pressed("ui_up"):
+ if is_on_floor():
+ canDoubleJump = true
+ velocity.y = JUMPFORCE
+ elif not is_on_floor() and not is_on_wall() and canDoubleJump:
+ canDoubleJump = false
+ velocity.y = JUMPFORCE
+
+ if is_on_wall():
+ velocity.y *= 0.8
+ $Sprite.play("wall")
+
+ if Input.is_action_just_pressed("ui_up"):
+ Input.action_release("ui_left")
+ Input.action_release("ui_right")
+ velocity.y = JUMPFORCE * 0.75
+ if direction == Enum.DIRECTION.LEFT:
+ velocity.x = 2000
+ $Sprite.flip_h = false
+ elif direction == Enum.DIRECTION.RIGHT:
+ velocity.x = -2000
+ $Sprite.flip_h = true
+
+ velocity = move_and_slide(velocity, Vector2.UP)
+
+ # stop
+ velocity.x = lerp(velocity.x, 0, 0.7)
+
+
+func check_flag():
+ # $Sprite.play("dance anim")
+ print("FLAG CHECKED")