Improved player jump control

This commit is contained in:
2026-01-08 19:10:56 +03:00
parent 3b5a60cd9b
commit 7e55578994
2 changed files with 27 additions and 2 deletions
+19 -2
View File
@@ -26,6 +26,9 @@ const PICKUP_OFFSET = 16.0
@export_range(0.0, 1000.0) var acceleration := 600.0 @export_range(0.0, 1000.0) var acceleration := 600.0
@export_range(0.0, 1000.0) var jump_velocity := 320.0 @export_range(0.0, 1000.0) var jump_velocity := 320.0
@export_range(0.0, 10.0) var switch_time := 1.0 @export_range(0.0, 10.0) var switch_time := 1.0
@export_range(0.0, 2.0) var jump_gravity_factor := 1.0
@export_range(0.0, 2.0) var fall_gravity_factor := 1.5
@export_range(0.0, 1.0) var passive_jump_factor := 0.5
var _is_alive := true var _is_alive := true
@@ -34,6 +37,8 @@ var _is_alive := true
@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D @onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
@onready var collision_switcher : CollisionSwitcher = $CollisionSwitcher @onready var collision_switcher : CollisionSwitcher = $CollisionSwitcher
@onready var pickups : Node2D = $Pickups @onready var pickups : Node2D = $Pickups
@onready var jump_buffer_timer : Timer = $JumpBufferTimer
@onready var coyote_time_timer : Timer = $CoyoteTimeTimer
func _ready() -> void: func _ready() -> void:
@@ -41,14 +46,26 @@ func _ready() -> void:
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if is_on_floor():
coyote_time_timer.start()
if not is_on_floor(): if not is_on_floor():
velocity += get_gravity() * delta var gravity_factor := jump_gravity_factor if velocity.y < 0.0 else fall_gravity_factor
if velocity.y < 0.0 and not Input.is_action_pressed("jump"):
velocity.y *= passive_jump_factor
velocity += get_gravity() * gravity_factor * delta
if not _is_alive: if not _is_alive:
_slow_down(delta) _slow_down(delta)
else: else:
if Input.is_action_just_pressed("jump") and is_on_floor(): if Input.is_action_just_pressed("jump"):
jump_buffer_timer.start()
if not coyote_time_timer.is_stopped() and not jump_buffer_timer.is_stopped():
velocity.y = -jump_velocity velocity.y = -jump_velocity
jump_buffer_timer.stop()
var direction := Input.get_axis("move_left", "move_right") var direction := Input.get_axis("move_left", "move_right")
if direction: if direction:
+8
View File
@@ -425,5 +425,13 @@ position_smoothing_enabled = true
[node name="Pickups" type="Node2D" parent="."] [node name="Pickups" type="Node2D" parent="."]
position = Vector2(0, -24) position = Vector2(0, -24)
[node name="JumpBufferTimer" type="Timer" parent="."]
wait_time = 0.1
one_shot = true
[node name="CoyoteTimeTimer" type="Timer" parent="."]
wait_time = 0.1
one_shot = true
[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"] [connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"]
[connection signal="animation_looped" from="AnimatedSprite2D" to="." method="_on_animation_looped"] [connection signal="animation_looped" from="AnimatedSprite2D" to="." method="_on_animation_looped"]