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extends CharacterBody2D
const SPEED = 60.0
const JUMP_VELOCITY = -300.0
var is_in_air = false
var is_crouching = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
$AnimatedSprite2D.play("default_jump")
is_in_air = true
# Handle jump.
if (Input.is_action_just_pressed("ui_accept") or Input.is_action_just_pressed("ui_up")) and is_on_floor():
velocity.y = JUMP_VELOCITY
$AnimatedSprite2D.play("default_jump")
$Audio/Jump.play()
if Input.is_action_pressed("ui_down") and is_on_floor():
is_crouching = true
elif Input.is_action_just_released("ui_down"):
is_crouching = false
# 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:
if is_crouching:
velocity.x = direction * (SPEED / 2)
else:
velocity.x = direction * SPEED
if is_on_floor():
if is_crouching:
$AnimatedSprite2D.play("default_crouch")
else:
$AnimatedSprite2D.play("default_walk")
$AnimatedSprite2D.flip_h = direction < 0
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if is_crouching:
$AnimatedSprite2D.play("default_crouch_idle")
else:
$AnimatedSprite2D.play("default_idle")
if is_on_floor() and is_in_air:
is_in_air = false
$Audio/Land.play()
move_and_slide()
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