class_name PlayerStateNormal extends PlayerState var jump_was_released: bool = true # coyote = 0 indicates on floor # coyote > 0 indicates seconds since on floor var coyote: float = 10000 var prev_dir: float = 0.0 func _to_string() -> String: return "PlayerStateNormal" func _handle(p: Player, _delta: float): var as2d = p.get_node("AnimatedSprite2D") if p.velocity.x > 0: as2d.flip_h = false elif p.velocity.x < 0: as2d.flip_h = true if not p.is_on_floor(): as2d.set_animation("jump") elif abs(p.velocity.x) > 0.0: as2d.set_animation("walk") else: as2d.set_animation("idle") func _handle_physics(p: Player, delta: float): var grav_coef = 1.0 if p.velocity.y < 0 and Input.is_action_pressed("jump"): grav_coef = 1.0 + (p.jump_held_coef * p.velocity.y / p.jump_strength) p.velocity.y += grav_coef * p.gravity * delta if p.velocity.y > p.jump_strength: p.velocity.y = p.jump_strength if p.is_on_floor(): coyote = 0 else: coyote += delta var can_jump = coyote < (p.coyote_max_ms * 0.001) and jump_was_released if Input.is_action_pressed("jump") and can_jump: p.velocity.y = -p.jump_strength # Force coyote time to expire to forbid double jumps coyote = p.coyote_max_ms jump_was_released = false if not Input.is_action_pressed("jump"): jump_was_released = true if Input.is_action_just_pressed("action"): p.handle_action_input() 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 p.velocity.x = direction * p.speed p.move_and_slide()