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@sjvnnings
Last active July 23, 2024 07:06
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An easy to work with jump in Godot
extends KinematicBody2D
export var move_speed = 200.0
var velocity := Vector2.ZERO
export var jump_height : float
export var jump_time_to_peak : float
export var jump_time_to_descent : float
onready var jump_velocity : float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
onready var jump_gravity : float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
onready var fall_gravity : float = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0
func _physics_process(delta):
velocity.y += get_gravity() * delta
velocity.x = get_input_velocity() * move_speed
if Input.is_action_just_pressed("jump") and is_on_floor():
jump()
velocity = move_and_slide(velocity, Vector2.UP)
func get_gravity() -> float:
return jump_gravity if velocity.y < 0.0 else fall_gravity
func jump():
velocity.y = jump_velocity
func get_input_velocity() -> float:
var horizontal := 0.0
if Input.is_action_pressed("left"):
horizontal -= 1.0
if Input.is_action_pressed("right"):
horizontal += 1.0
return horizontal
@Intrivus
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Figure out I changed project settings for the ticks, if I unlock fps by turning off Vsync it still occur even when I have more FPS, I think there is a problem with the math or Godot 4

@sjvnnings
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Physics framerate and rendering framerate are different in Godot. You can render the scene at a higher FPS with Vsync off, but Godot will still update the physics at a fixed interval depending on the project settings

@Intrivus
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Ik that Godot run at a fixed interval, anyways thanks for replying I will check out the RK method

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