exampleShittyPlatformer
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75
code/Blorbo.cs
Normal file
75
code/Blorbo.cs
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using Godot;
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using System;
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public partial class Blorbo : CharacterBody2D
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{
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public const float TerminalVelocity = 500.0f; // Max falling speed
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public const float Speed = 60.0f;
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public const float JumpVelocity = -160.0f;
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public const float Acceleration = 400.0f; // How much we speed up/second
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public const float Decelleration = 400.0f; // Slow down/second
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public const float AirFrictionMultiplier = 0.2f; // How much less control and speedup we have in the air
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public override void _PhysicsProcess(double delta)
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{
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Vector2 velocity = Velocity;
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// Add the gravity.
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if (!IsOnFloor())
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{
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velocity += GetGravity() * (float)delta;
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velocity.Y = Math.Min(TerminalVelocity, velocity.Y);
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}
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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{
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velocity.Y = JumpVelocity;
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}
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
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float friction_multiplier = 1.0f * getFloorFriction();
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if (!IsOnFloor()){
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friction_multiplier *= AirFrictionMultiplier;
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}
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if (direction != Vector2.Zero)
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{
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velocity.X += direction.X * Acceleration * (float)delta * friction_multiplier;
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velocity.X = Math.Min(Speed, velocity.X);
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}
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else
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{
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velocity.X = Mathf.MoveToward(Velocity.X, 0, Decelleration * (float)delta * friction_multiplier);
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}
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Velocity = velocity;
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MoveAndSlide();
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}
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private float getFloorFriction() {
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Marker2D floorCheck = GetNode<Marker2D>("FloorCheck");
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Vector2 checkedPosition = floorCheck.GlobalPosition;
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GD.Print(checkedPosition);
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for (int i = 0; i < GetSlideCollisionCount(); i++)
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{
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var collision = GetSlideCollision(i);
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var collider = collision.GetCollider();
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if (collider is TileMapLayer tileMap)
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{
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TileData data = tileMap.GetCellTileData(
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tileMap.LocalToMap(
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tileMap.ToLocal(checkedPosition)));
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GD.Print(collider.ToString());
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if (data != null)
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{
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return (float)data.GetCustomData("frictionMul");
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}
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}
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}
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return 1.0f;
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}
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}
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