class_name Player extends CharacterBody2D @export_group("Movement", "movement") @export_range(0.0, 1000.0) var movement_max_speed_normal := 350 @export_range(0.0, 1000.0) var movement_max_speed_after_attack := 250 @export_range(0.0, 1000.0) var movement_acceleration := 1000.0 @export_group("Jump", "jump") @export_range(0.0, 1000.0) var jump_max_fall_speed := 1000 @export_range(0.0, 1000.0) var jump_velocity := 500.0 @export_group("Gravity factors", "gravity_factor") @export_range(0.0, 2.0) var gravity_factor_jump := 1.0 @export_range(0.0, 2.0) var gravity_factor_fall := 1.5 @export_range(0.0, 2.0) var gravity_factor_slide := 0.1 @export_range(0.0, 1.0) var gravity_factor_passive_jump := 0.5 @onready var state_machine : StateMachine = $StateMachine @onready var jump_buffer_timer : Timer = $JumpBufferTimer @onready var coyote_time_timer : Timer = $CoyoteTimeTimer @onready var attack_cooldown_timer : Timer = $AttackCooldownTimer @onready var attack_slowdown_timer : Timer = $AttackSlowdownTimer @onready var slide_delay_timer : Timer = $SlideDelayTimer func _ready() -> void: state_machine.init() func _physics_process(delta: float) -> void: if is_on_floor(): coyote_time_timer.start() if is_on_ceiling_only() and velocity.y < 0.0: velocity.y = 0.0 if not is_on_floor(): var gravity_factor := gravity_factor_jump if velocity.y < 0.0 else gravity_factor_fall if velocity.y < 0.0 and not Input.is_action_pressed("jump"): velocity.y *= gravity_factor_passive_jump velocity += get_gravity() * gravity_factor * delta velocity.y = clampf(velocity.y, -jump_max_fall_speed, jump_max_fall_speed) 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 jump_buffer_timer.stop() coyote_time_timer.stop() var direction := Input.get_axis("move_left", "move_right") if direction: var max_speed : float if attack_slowdown_timer.is_stopped(): max_speed = movement_max_speed_normal else: max_speed = movement_max_speed_after_attack velocity.x = move_toward(velocity.x, direction * max_speed, movement_acceleration * delta) else: velocity.x = move_toward(velocity.x, 0, movement_acceleration * delta) move_and_slide() state_machine.physics_process(delta) func _input(event: InputEvent) -> void: if event.is_action_pressed("attack") and attack_cooldown_timer.is_stopped(): attack_cooldown_timer.start() print("Attack")