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Kinematics2D_Player_Movement
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extends KinematicBody2D | |
onready var sprite = get_node("sprite") | |
const UP = Vector2(0, -1) | |
const GRAVITY = 20 | |
const ACCELARATION = 50 | |
const MAX_SPEED = 400 | |
const JUMP_HEIGHT = -500 | |
const FRICTION = 0.1 | |
var motion = Vector2() | |
func _physics_process(delta): | |
motion.y += GRAVITY | |
if Input.is_action_pressed("ui_right"): | |
motion.x += ACCELARATION | |
motion.x = min(motion.x, MAX_SPEED) | |
sprite.flip_h = false | |
sprite.play("running") | |
elif Input.is_action_pressed("ui_left"): | |
motion.x -= ACCELARATION | |
motion.x = max(motion.x, -MAX_SPEED) | |
sprite.flip_h = true | |
sprite.play("running") | |
else: | |
sprite.play("idle") | |
# motion.x = 0 | |
motion.x = lerp(motion.x, 0, FRICTION) #smooth stop | |
# weight in lerp can be used for friction | |
if is_on_floor(): | |
if Input.is_action_pressed("ui_up"): | |
motion.y = JUMP_HEIGHT | |
else: | |
if motion.y < 0: | |
sprite.play("jump_up") | |
else: | |
sprite.play("jump_fall") | |
motion = move_and_slide(motion, UP) |
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