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player.gd
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player.gd
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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()