mirror of
https://github.com/MoonlitJolteon/crasher-sidescroller.git
synced 2025-11-01 13:10:21 +00:00
114 lines
3.2 KiB
GDScript
114 lines
3.2 KiB
GDScript
extends CharacterBody2D
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@export var max_speed: float = 200.0
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@export var acceleration: float = 50.0
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@export var jump_force: float = -300.0
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@export var base_weight: float = 1
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@export var min_weight: float = 0.5
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@export var max_weight: float = 2.0
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@export var weight_change_speed: float = 1000
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@export var vertical_momentum_factor: float = 5000.0
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@export var horizontal_momentum_factor: float = 500.0
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@export var current_speed: float = 0.0
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@export var ground_speed: Vector2 = Vector2.ZERO
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@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var weight_label = $WeightLabel
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var animation_locked: bool = false
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var direction: Vector2 = Vector2.ZERO
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var was_in_air: bool = false
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var current_weight: float = base_weight
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var is_jumping: bool = false
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var jump_start_weight: float = base_weight
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func _process(_delta):
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# Update the label's text with the current weight
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weight_label.text = (
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"Weight: " + str(current_weight) +
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"\nDelta Weight: " + str(current_weight - jump_start_weight) +
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"\nVelocity X: " + str(ground_speed.x)
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)
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# Position the label above the character's head
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weight_label.global_position = global_position + Vector2(-20, -75) # Adjust the Y offset as needed
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func _physics_process(delta: float) -> void:
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if ground_speed == null:
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return
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# Weight changing
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if Input.is_action_pressed("decrease_weight"):
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current_weight = max(current_weight - (weight_change_speed * delta), min_weight)
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elif Input.is_action_pressed("increase_weight"):
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current_weight = min(current_weight + (weight_change_speed * delta), max_weight)
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elif Input.is_action_pressed("reset_weight"):
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current_weight = base_weight
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if was_in_air == true and is_on_floor():
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current_speed = ground_speed.x
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ground_speed.x = current_speed
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# Gravity and inertia
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if not is_on_floor():
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velocity += get_gravity() * delta
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was_in_air = true
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if is_jumping:
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# Apply inertia on weight change
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var weight_change = current_weight - jump_start_weight
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ground_speed.x += -weight_change * vertical_momentum_factor * delta
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velocity.y += weight_change * horizontal_momentum_factor * delta
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else:
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if was_in_air == true:
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land()
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was_in_air = false
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is_jumping = false
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jump_start_weight = current_weight
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# Constant forward movement
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if abs(current_speed - max_speed) < 1:
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current_speed = max_speed
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if current_speed < max_speed:
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current_speed += acceleration * delta
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elif current_speed > max_speed:
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current_speed -= acceleration * delta * ((current_speed - max_speed) / 30)
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# Handle Jumping
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if Input.is_action_just_pressed("jump") and is_on_floor():
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jump()
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update_animation()
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move_and_slide()
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update_facing_direction()
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func update_animation():
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if not animation_locked:
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if ground_speed.x != 0:
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animated_sprite.play("run")
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else:
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animated_sprite.play("idle")
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func update_facing_direction():
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if ground_speed.x > 0:
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animated_sprite.flip_h = false
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elif ground_speed.x < 0:
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animated_sprite.flip_h = true
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func jump():
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velocity.y = jump_force
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animated_sprite.play("jump_start")
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animation_locked = true
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is_jumping = true
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func land():
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animated_sprite.play("jump_end")
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animation_locked = true
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func _on_animated_sprite_2d_animation_finished() -> void:
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if animated_sprite.animation == "jump_end":
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animation_locked = false
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