Platformer 2D: Simplify controller with proper is_on_floor usage

This commit is contained in:
Rémi Verschelde
2018-10-16 11:02:29 +02:00
parent 3541aabc8e
commit bcc8f64d7a

View File

@@ -3,7 +3,6 @@ extends KinematicBody2D
const GRAVITY_VEC = Vector2(0, 900)
const FLOOR_NORMAL = Vector2(0, -1)
const SLOPE_SLIDE_STOP = 25.0
const MIN_ONAIR_TIME = 0.1
const WALK_SPEED = 250 # pixels/sec
const JUMP_SPEED = 480
const SIDING_CHANGE_SPEED = 10
@@ -11,41 +10,35 @@ const BULLET_VELOCITY = 1000
const SHOOT_TIME_SHOW_WEAPON = 0.2
var linear_vel = Vector2()
var onair_time = 0 #
var on_floor = false
var shoot_time=99999 #time since last shot
var shoot_time = 99999 # time since last shot
var anim=""
var anim = ""
#cache the sprite here for fast access (we will set scale to flip it often)
# cache the sprite here for fast access (we will set scale to flip it often)
onready var sprite = $sprite
func _physics_process(delta):
#increment counters
onair_time += delta
# Increment counters
shoot_time += delta
### MOVEMENT ###
# Apply Gravity
# Apply gravity
linear_vel += delta * GRAVITY_VEC
# Move and Slide
# Move and slide
linear_vel = move_and_slide(linear_vel, FLOOR_NORMAL, SLOPE_SLIDE_STOP)
# Detect Floor
if is_on_floor():
onair_time = 0
on_floor = onair_time < MIN_ONAIR_TIME
# Detect if we are on floor - only works if called *after* move_and_slide
var on_floor = is_on_floor()
### CONTROL ###
# Horizontal Movement
# Horizontal movement
var target_speed = 0
if Input.is_action_pressed("move_left"):
target_speed += -1
target_speed -= 1
if Input.is_action_pressed("move_right"):
target_speed += 1
target_speed += 1
target_speed *= WALK_SPEED
linear_vel.x = lerp(linear_vel.x, target_speed, 0.1)
@@ -58,10 +51,10 @@ func _physics_process(delta):
# Shooting
if Input.is_action_just_pressed("shoot"):
var bullet = preload("res://bullet.tscn").instance()
bullet.position = $sprite/bullet_shoot.global_position #use node for shoot position
bullet.position = $sprite/bullet_shoot.global_position # use node for shoot position
bullet.linear_velocity = Vector2(sprite.scale.x * BULLET_VELOCITY, 0)
bullet.add_collision_exception_with(self) # don't want player to collide with bullet
get_parent().add_child(bullet) #don't want bullet to move with me, so add it as child of parent
get_parent().add_child(bullet) # don't want bullet to move with me, so add it as child of parent
$sound_shoot.play()
shoot_time = 0