From f3cc4f82624b21dafa19515b69c66a3c8f4fe248 Mon Sep 17 00:00:00 2001 From: Jan Tuomi Date: Wed, 10 Aug 2022 00:23:36 +0300 Subject: Add enemy --- Player.gd | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) (limited to 'Player.gd') 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 -- cgit v1.3