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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.flip_h = true
if self.is_running():
velocity.x *= 2
$Sprite.play("run")
else:
$Sprite.play("walk")
elif Input.is_action_pressed("ui_right"):
velocity.x = SPEED
direction = Enum.DIRECTION.RIGHT
$Sprite.flip_h = false
if self.is_running():
velocity.x *= 2
$Sprite.play("run")
else:
$Sprite.play("walk")
else:
$Sprite.play("idle")
# jump and fall animation
if not is_on_floor():
$Sprite.play("jump")
if has_node("CheckFallStop"):
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 is_running():
return Input.is_action_pressed("ui_accept") and is_on_floor()
func check_flag():
# $Sprite.play("dance anim")
print("FLAG CHECKED")
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