Physics or something

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Debugman committed 2026-10-16 19:12:30 -05:00
1 parent 32f912df9e
commit 9a2e3d8b58
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@@ -1,24 +1,48 @@
extends CharacterBody2D
const SPEED = 400.0
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const GRAVITY_MULT = 0.8
func _physics_process(delta: float) -> void:
# Add the gravity.
#if not is_on_floor():
velocity += get_gravity() * delta
const JUMP_VELOCITY = -410.0
# Handle jump.
#if Input.is_action_just_pressed("ui_accept") and is_on_floor():
#velocity.y = JUMP_VELOCITY
var fall_timer = 0.0
# 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")
var jumps = 0
func _ready() -> void:
pass
func _process(delta: float) -> void:
if Input.is_action_just_pressed("jump"):
if is_on_floor():
velocity.y = JUMP_VELOCITY
elif !is_on_floor() and jumps >= 1:
jumps -= 1
velocity.y = JUMP_VELOCITY
if Input.is_action_pressed("jump") and is_on_wall_only():
print("WALL HANGING")
#velocity.y = 0
#velocity.x = 0
var direction = Input.get_axis("move_left","move_right")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
fall_timer += 0.001
if is_on_floor():
fall_timer = 0
jumps = 1
if is_on_wall():
jumps = 1
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += (get_gravity() * GRAVITY_MULT) * delta
move_and_slide()