Created
January 22, 2024 03:20
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godot 4, player movement hop
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extends Area2D | |
func _on_body_entered(body: Node2D) -> void: | |
if body is Player: | |
if body.velocity.y > 0: | |
body.jump() | |
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extends CharacterBody2D | |
class_name Player | |
var speed = 300.0 | |
var viewport_size | |
var gravity = 15 | |
var max_fall_velocity = 1000.0 | |
var jump_velocity = -800 | |
@onready var animator = $AnimationPlayer | |
func jump() -> void: | |
velocity.y = jump_velocity | |
func _ready() -> void: | |
viewport_size = get_viewport_rect().size | |
func _process(delta: float) -> void: | |
if velocity.y > 0: | |
if animator.current_animation != "fall": | |
animator.play("fall") | |
elif velocity.y < 0: | |
if animator.current_animation != "jump": | |
animator.play("jump") | |
func _physics_process(delta: float) -> void: | |
velocity.y += gravity | |
if velocity.y > max_fall_velocity: | |
velocity.y = max_fall_velocity | |
var direction = Input.get_axis("move_left", "move_right") | |
#print(direction) | |
if direction: | |
velocity.x = direction * speed | |
else: | |
velocity.x = move_toward(velocity.x, 0, speed) | |
move_and_slide() | |
var margin = 20 | |
if global_position.x > viewport_size.x + margin: | |
global_position.x = -margin | |
if global_position.x < 0 - margin: | |
global_position.x = viewport_size.x + margin | |
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