class_name Player extends CharacterBody2D @export var speed: float @export var jump_strength: float @export var coyote_max: int @export var jump_held_coef: float @export var curve_speed: float ## float (-1.0 .. 1.0) or null var forced_input_x: Variant var curve_t: float = 0 var followed_curve: Curve2D enum { MOVEMENT_NORMAL, MOVEMENT_FORCED, MOVEMENT_CURVE, } var movement_type = MOVEMENT_NORMAL var movement_handlers = { MOVEMENT_NORMAL: _movement_normal, MOVEMENT_FORCED: _movement_forced, MOVEMENT_CURVE: _movement_curve, } var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") var prev_dir: float = 0.0 var jump_was_released: bool = true # coyote = 0 indicates on floor # coyote > 0 indicates frames since on floor var coyote: int = 0 # Called when the node enters the scene tree for the first time. func _ready() -> void: pass func get_facing() -> int: if $AnimatedSprite2D.flip_h: return -1 else: return 1 # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta: float) -> void: if velocity.x > 0: $AnimatedSprite2D.flip_h = false elif velocity.x < 0: $AnimatedSprite2D.flip_h = true if not is_on_floor(): $AnimatedSprite2D.set_animation("jump") elif abs(velocity.x) > 0.0: $AnimatedSprite2D.set_animation("walk") else: $AnimatedSprite2D.set_animation("idle") func _physics_process(delta: float): movement_handlers[movement_type].call(delta) func set_forced_input(dir: Variant): var jump_coef = 1.3 if dir == null: movement_type = MOVEMENT_NORMAL forced_input_x = null return movement_type = MOVEMENT_FORCED #movement_type = MOVEMENT_CURVE if dir == "LEFT": forced_input_x = -1.0 elif dir == "JUMP_LEFT": velocity.y = -jump_coef * jump_strength forced_input_x = -1.0 elif dir == "RIGHT": forced_input_x = 1.0 elif dir == "JUMP_RIGHT": velocity.y = -jump_coef * jump_strength forced_input_x = 1.0 elif dir == "JUMP": velocity.y = -jump_strength forced_input_x = 0.0 gravity = 0.0 elif dir == "DROP": forced_input_x = 0.0 func _movement_normal(delta: float): 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) velocity.y += grav_coef * gravity * delta if velocity.y > jump_strength: velocity.y = jump_strength if is_on_floor(): coyote = 0 else: coyote += 1 var can_jump = coyote < coyote_max and jump_was_released if Input.is_action_pressed("jump") and can_jump: velocity.y = -jump_strength # Force coyote time to expire to forbid double jumps coyote = coyote_max jump_was_released = false if not Input.is_action_pressed("jump"): jump_was_released = true var direction: float if 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 # the direction when both buttons are held. This is what the player wants nearly always. direction = -prev_dir else: direction = Input.get_axis("move_left", "move_right") prev_dir = direction velocity.x = direction * speed move_and_slide() func _movement_forced(delta: float): velocity.y += gravity * delta if velocity.y > jump_strength: velocity.y = jump_strength velocity.x = forced_input_x * speed move_and_slide() func follow_curve(curve: Curve2D): movement_type = MOVEMENT_CURVE followed_curve = curve curve_t = 0 func _movement_curve(delta: float): #print_debug("t:", curve_t) curve_t += curve_speed * delta if curve_t >= 1.0: movement_type = MOVEMENT_NORMAL followed_curve = null return position = followed_curve.sample_baked(curve_t * followed_curve.get_baked_length(), true)