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extends KinematicBody2D
const GRAVITY = Vector2(0,900)
const WALK_SPEED = 250.0
const JUMP_SPEED = 450
const DOWN_FORCE = Vector2(0,-1)
var linear_vel = Vector2()
const MAX_FALLING_SPEED = 1400
var has_double_jump = false;
var jump_count = 2
const MAX_JUMPS_POSSIBLE = 2
var light_mode = true;
func jump(force):
if Input.is_action_pressed("jump"):
linear_vel.y = -force
func _input(event):
if event is InputEventKey:
if jump_count < MAX_JUMPS_POSSIBLE and Input.is_action_pressed("jump"):
#this cut the force of second jump into half
var jmp_force = JUMP_SPEED
if jump_count >= 1:
jmp_force = jmp_force - 180
jump(jmp_force)
jump_count += 1
if Input.is_action_just_released("light_mode"):
light_mode = not light_mode
print(light_mode)
func _physics_process(delta):
#apply gravity
linear_vel += delta * GRAVITY
if linear_vel.y > MAX_FALLING_SPEED:
linear_vel.y = clamp(linear_vel.y, 0, MAX_FALLING_SPEED)
linear_vel = move_and_slide(linear_vel, DOWN_FORCE, 25.0)
var on_floor = is_on_floor()
var speed = 0
if Input.is_action_pressed("ui_left"):
speed -= 1
if Input.is_action_pressed("ui_right"):
speed += 1
speed *= WALK_SPEED
if on_floor:
jump_count = 0
linear_vel.x = lerp(linear_vel.x, speed, 0.1)
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