mirror of
https://github.com/anthonyaxenov/toddler-play.git
synced 2025-01-19 09:11:45 +00:00
49 lines
1.3 KiB
GDScript
49 lines
1.3 KiB
GDScript
extends CharacterBody2D
|
|
|
|
const SPEED = 150.0
|
|
const JUMP_VELOCITY = -300.0
|
|
const JUMP_VELOCITY_POWERUP = -400.0
|
|
|
|
# Get the gravity from the project settings to be synced with RigidBody nodes.
|
|
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
|
var stars: int = 0
|
|
|
|
func add_star():
|
|
stars += 1
|
|
|
|
func spawn(spawn_point: Marker2D):
|
|
position.x = spawn_point.position.x
|
|
position.y = spawn_point.position.y
|
|
#$Camera2D.limit.right = $Level
|
|
#$Camera2D.limit.bottom =
|
|
stars = 0
|
|
|
|
func _physics_process(delta):
|
|
# Add the gravity.
|
|
if not is_on_floor():
|
|
velocity.y += gravity * delta
|
|
|
|
# Handle jump.
|
|
if Input.is_action_just_pressed("player_jump") and is_on_floor():
|
|
velocity.y = JUMP_VELOCITY
|
|
$Sprite.play('jump')
|
|
|
|
# Get the input direction and handle the movement/deceleration.
|
|
# As good practice, you should replace UI actions with custom gameplay actions.
|
|
var direction = Input.get_axis("player_left", "player_right")
|
|
if direction: # moving anywhere
|
|
velocity.x = direction * SPEED
|
|
if velocity.y == 0:
|
|
$Sprite.play('move')
|
|
else: # slowing until stop
|
|
velocity.x = move_toward(velocity.x, 0, SPEED)
|
|
if velocity.y == 0: # stop
|
|
$Sprite.play('idle')
|
|
|
|
if direction == -1: # left
|
|
$Sprite.flip_h = true
|
|
elif direction == 1: # right
|
|
$Sprite.flip_h = false
|
|
|
|
move_and_slide()
|