diff options
Diffstat (limited to 'Player.gd')
| -rw-r--r-- | Player.gd | 8 |
1 files changed, 2 insertions, 6 deletions
@@ -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 |
