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class_name Player
extends CharacterBody2D
@onready var top: Top = get_tree().root.get_node("Top")
@export var speed: float
@export var jump_strength: float
@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
# 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):
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)
#print_debug("1.0 + (", velocity.y, " / (", jump_held_coef, " * ", jump_strength, ")) = ", grav_coef)
velocity.y += grav_coef * gravity * delta
if is_on_floor():
coyote = 0
else:
coyote += 1
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
coyote = coyote_max
jump_was_released = false
if not Input.is_action_pressed("jump"):
jump_was_released = true
var direction: float
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
# 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()
## 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
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