summaryrefslogtreecommitdiffstats
path: root/player.gd
diff options
context:
space:
mode:
authorJan Tuomi <jan@jantuomi.fi>2025-11-19 21:33:12 +0200
committerJan Tuomi <jan@jantuomi.fi>2025-11-20 23:08:30 +0200
commit74494315303723b6cdac5198d9fc90f334ced778 (patch)
treef044924bde75be5701200f3bc795b7ea02be8ac3 /player.gd
parentcb1655c3e3958845ec6b2b6ab634149cede152a8 (diff)
Improve transitions
Diffstat (limited to 'player.gd')
-rw-r--r--player.gd36
1 files changed, 30 insertions, 6 deletions
diff --git a/player.gd b/player.gd
index 645c8b2..2fe3997 100644
--- a/player.gd
+++ b/player.gd
@@ -8,6 +8,9 @@ extends CharacterBody2D
@export var coyote_max: int
@export var jump_held_coef: float
+## float (-1.0 .. 1.0) or null
+var forced_input_x: Variant
+
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var prev_dir: float = 0.0
var jump_was_released: bool = true
@@ -18,7 +21,7 @@ var coyote: int = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
- pass # Replace with function body.
+ pass
func get_facing() -> int:
if $AnimatedSprite2D.flip_h:
@@ -41,8 +44,6 @@ func _process(_delta: float) -> void:
$AnimatedSprite2D.set_animation("idle")
func _physics_process(delta: float):
- if not top.objects_active: return
-
var grav_coef = 1.0
if velocity.y < 0 and Input.is_action_pressed("jump"):
grav_coef = 1.0 + (jump_held_coef * velocity.y / jump_strength)
@@ -55,7 +56,7 @@ func _physics_process(delta: float):
else:
coyote += 1
- var can_jump = coyote < coyote_max and jump_was_released
+ var can_jump = coyote < coyote_max and jump_was_released and forced_input_x == null
if Input.is_action_pressed("jump") and can_jump:
velocity.y = -jump_strength
# Force coyote time to expire to forbid double jumps
@@ -66,7 +67,9 @@ func _physics_process(delta: float):
jump_was_released = true
var direction: float
- if Input.is_action_pressed("move_left") and Input.is_action_pressed("move_right"):
+ if forced_input_x:
+ direction = forced_input_x
+ elif Input.is_action_pressed("move_left") and Input.is_action_pressed("move_right"):
# This is a fix to the stalled movement issue
# where the player stops if both x inputs are pressed at the same time.
# To fix it, we store the previous direction the player was moving in, and change
@@ -77,5 +80,26 @@ func _physics_process(delta: float):
prev_dir = direction
velocity.x = direction * speed
- # Move the character
+
move_and_slide()
+
+## dir: String or null
+func set_forced_input(dir: Variant):
+ if dir == null:
+ forced_input_x = null
+ elif dir == "LEFT":
+ forced_input_x = -1.0
+ elif dir == "JUMP_LEFT":
+ velocity.y = -jump_strength
+ forced_input_x = -1.0
+ elif dir == "RIGHT":
+ forced_input_x = 1.0
+ elif dir == "JUMP_RIGHT":
+ velocity.y = -jump_strength
+ forced_input_x = 1.0
+ elif dir == "JUMP":
+ velocity.y = -jump_strength
+ forced_input_x = 0.0
+ elif dir == "DROP":
+ velocity.y = 0.0
+ forced_input_x = 0.0