Files
JumpRopeOldTech/player_2d.gd
T
Debugman f9527a3df0
ci/woodpecker/push/woodpecker Pipeline was successful
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2026-10-17 15:50:10 -05:00

124 lines
2.8 KiB
GDScript

extends CharacterBody2D
const SPEED = 380.0
const DASH_SPEED = 600
const HORIZONTAL_DASH_MULT = 1.8
const FRICTION = 100
const GRAVITY_MULT = 0.8
const JUMP_VELOCITY = -410.0
const DASH_LENGTH = 0.2
var fall_timer = 0.0
var teleport_cooldown = 0
var jumps = 0
var dashes = 1
var dashing = false
var death_threshold = 1000
var coins = 0
func _ready() -> void:
DisplayServer.window_set_title("JUMPS EQUALS JUMPS")
func refresh_dash(new_dashes):
if new_dashes:
dashes = new_dashes
else:
dashes = 1
func refresh_jump(new_jumps):
if new_jumps:
jumps = new_jumps
else:
jumps = 1
func on_teleport():
refresh_jump(1)
teleport_cooldown = 1
$Camera2D.position_smoothing_enabled = true
await get_tree().create_timer(1).timeout
teleport_cooldown = 0
func on_death():
#$BackgroundMusic
position = %LevelStart.position
func _process(delta: float) -> void:
if Input.is_action_just_released("restart") or (Input.is_action_pressed("controller_restart_left") and Input.is_action_pressed("controller_restart_right")):
get_tree().reload_current_scene()
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 < 0:
$Sprite2D.flip_h = true
$Sprite2D/HatSprite.flip_h = true
elif direction > 0:
$Sprite2D.flip_h = false
$Sprite2D/HatSprite.flip_h = false
if Input.is_action_just_pressed("dash") and dashes > 0:
dashing = true
dashes -= 1
velocity = Vector2(
Input.get_axis("dash_left","dash_right") * HORIZONTAL_DASH_MULT,
Input.get_axis("dash_up","dash_down")
) * DASH_SPEED
await get_tree().create_timer(DASH_LENGTH).timeout
dashing = false
elif direction and !dashing:
velocity.x = direction * SPEED
$Sprite2D.play("running")
$Sprite2D/HatSprite.play("running")
elif !dashing:
velocity.x = move_toward(velocity.x, 0, FRICTION)
$Sprite2D.play("idle")
$Sprite2D/HatSprite.play("idle")
#print("PLAYER X POSITION: " + str(position.y))
if position.y >= death_threshold:
print("SLASH KILL")
on_death()
fall_timer += 1*delta
if is_on_floor():
fall_timer = 0
refresh_jump(1)
refresh_dash(1)
#%Player2D.get_node("Camera2D").position_smoothing_speed = %Player2D.CAMERA_SMOOTHING_SPEED
if is_on_wall():
refresh_jump(1)
refresh_dash(1)
#%Player2D.get_node("Camera2D").position_smoothing_speed = %Player2D.CAMERA_SMOOTHING_SPEED
if is_on_ceiling():
refresh_jump(1)
refresh_dash(1)
if fall_timer > 3:
pass
#get_tree().reload_current_scene()
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += (get_gravity() * GRAVITY_MULT) * delta
move_and_slide()