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godot-demo-projects/2d/physics_tests/utils/rigidbody_controller.gd
2025-10-11 05:03:59 -07:00

75 lines
1.9 KiB
GDScript

extends RigidBody2D
var _initial_velocity := Vector2.ZERO
var _constant_velocity := Vector2.ZERO
var _motion_speed := 400.0
var _gravity_force := 50.0
var _jump_force := 1000.0
var _velocity := Vector2.ZERO
var _floor_max_angle := 45.0
var _on_floor: bool = false
var _jumping: bool = false
var _keep_velocity: bool = false
func _ready() -> void:
gravity_scale = 0.0
func _physics_process(delta: float) -> void:
if _initial_velocity != Vector2.ZERO:
_velocity = _initial_velocity
_initial_velocity = Vector2.ZERO
_keep_velocity = true
elif _constant_velocity != Vector2.ZERO:
_velocity = _constant_velocity
elif not _keep_velocity:
_velocity.x = 0.0
# Handle horizontal controls.
if Input.is_action_pressed(&"character_left"):
if position.x > 0.0:
_velocity.x = -_motion_speed
_keep_velocity = false
_constant_velocity = Vector2.ZERO
elif Input.is_action_pressed(&"character_right"):
if position.x < 1024.0:
_velocity.x = _motion_speed
_keep_velocity = false
_constant_velocity = Vector2.ZERO
# Handle jump controls and gravity.
if is_on_floor():
if not _jumping and Input.is_action_just_pressed(&"character_jump"):
# Start jumping.
_jumping = true
_velocity.y = -_jump_force
elif not _jumping:
# Reset gravity.
_velocity.y = 0.0
else:
_velocity.y += _gravity_force * delta * 60.0
_jumping = false
linear_velocity = _velocity
func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
_on_floor = false
var contacts := state.get_contact_count()
for i in contacts:
var normal := state.get_contact_local_normal(i)
# Detect floor.
if acos(normal.dot(Vector2.UP)) <= deg_to_rad(_floor_max_angle) + 0.01:
_on_floor = true
# Detect ceiling.
if acos(normal.dot(-Vector2.UP)) <= deg_to_rad(_floor_max_angle) + 0.01:
_jumping = false
_velocity.y = 0.0
func is_on_floor() -> bool:
return _on_floor