exampleShittyPlatformer

This commit is contained in:
Misha Vicha
2026-03-22 16:08:40 +01:00
commit 6b640f5090
15 changed files with 386 additions and 0 deletions

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code/Blorbo.cs Normal file
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using Godot;
using System;
public partial class Blorbo : CharacterBody2D
{
public const float TerminalVelocity = 500.0f; // Max falling speed
public const float Speed = 60.0f;
public const float JumpVelocity = -160.0f;
public const float Acceleration = 400.0f; // How much we speed up/second
public const float Decelleration = 400.0f; // Slow down/second
public const float AirFrictionMultiplier = 0.2f; // How much less control and speedup we have in the air
public override void _PhysicsProcess(double delta)
{
Vector2 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
{
velocity += GetGravity() * (float)delta;
velocity.Y = Math.Min(TerminalVelocity, velocity.Y);
}
// Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
{
velocity.Y = JumpVelocity;
}
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
float friction_multiplier = 1.0f * getFloorFriction();
if (!IsOnFloor()){
friction_multiplier *= AirFrictionMultiplier;
}
if (direction != Vector2.Zero)
{
velocity.X += direction.X * Acceleration * (float)delta * friction_multiplier;
velocity.X = Math.Min(Speed, velocity.X);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, Decelleration * (float)delta * friction_multiplier);
}
Velocity = velocity;
MoveAndSlide();
}
private float getFloorFriction() {
Marker2D floorCheck = GetNode<Marker2D>("FloorCheck");
Vector2 checkedPosition = floorCheck.GlobalPosition;
GD.Print(checkedPosition);
for (int i = 0; i < GetSlideCollisionCount(); i++)
{
var collision = GetSlideCollision(i);
var collider = collision.GetCollider();
if (collider is TileMapLayer tileMap)
{
TileData data = tileMap.GetCellTileData(
tileMap.LocalToMap(
tileMap.ToLocal(checkedPosition)));
GD.Print(collider.ToString());
if (data != null)
{
return (float)data.GetCustomData("frictionMul");
}
}
}
return 1.0f;
}
}

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uid://bl3pxakeoapd2