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-rw-r--r--Player.gd8
1 files changed, 2 insertions, 6 deletions
diff --git a/Player.gd b/Player.gd
index 795faf3..48c5e09 100644
--- a/Player.gd
+++ b/Player.gd
@@ -5,9 +5,7 @@ class_name Player
export(float) var WALK_ANIM_MULTIPLIER: float = 0.02
export(float) var WALK_SPEED: float = 300
export(float) var WALK_SPEED_LERP_W: float = 0.2
-export(float) var GRAVITY: float = 200
export(float) var JUMP_FORCE: float = 100
-export(float) var MAX_FALL_SPEED: float = 1000
export(float) var COYOTE_TIME: float = 250
export(float) var JUMP_BUFFER: float = 220
@@ -26,7 +24,7 @@ func _process(_delta):
#print($AnimationPlayer.current_animation)
func _physics_process(delta):
- velocity.y += delta * GRAVITY
+ velocity.y += delta * GlobalData.GRAVITY
jump_buffer += delta * 1000
if Input.is_action_pressed("move_left"):
@@ -63,7 +61,7 @@ func _physics_process(delta):
if is_on_ceiling():
velocity.y = 1 # Just a bit downwards to not get stuck
- velocity.y = clamp(velocity.y, -INF, MAX_FALL_SPEED)
+ velocity.y = clamp(velocity.y, -INF, GlobalData.MAX_FALL_SPEED)
# TODO fix walking down ramps with snap
# snap needs to be ZERO when jumping
@@ -71,5 +69,3 @@ func _physics_process(delta):
# print($AnimationPlayer.current_animation, ", ", $AnimationTree.get("parameters/walk_speed/scale"))
# warning-ignore:return_value_discarded
move_and_slide(velocity, Vector2.UP)
-
- GlobalData.player_hp