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_floor_velocity := 500.0 @export var jump_wall_velocity := Vector2(500, 500) @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 @export_group("Attack slow down", "slow_down") @export_range(0.0, 1000.0) var slow_down_attack := 0.05 @export_range(0.0, 1000.0) var slow_down_sustain := 0.70 @export_range(0.0, 1000.0) var slow_down_release := 0.25 var _slow_down_tween: Tween var _last_wall_normal: = 0.0 @onready var state_machine : StateMachine = $StateMachine @onready var jump_buffer_timer : Timer = $JumpBufferTimer @onready var floor_coyote_time_timer : Timer = $FloorCoyoteTimeTimer @onready var wall_coyote_time_timer : Timer = $WallCoyoteTimeTimer @onready var wall_attach_timer : Timer = $WallAttachTimer @onready var attack_cooldown_timer : Timer = $AttackCooldownTimer @onready var _max_speed := movement_max_speed_normal func _ready() -> void: state_machine.init() func _physics_process(delta: float) -> void: if is_on_floor(): floor_coyote_time_timer.start() _last_wall_normal = 0.0 if is_on_ceiling_only() and velocity.y < 0.0: velocity.y = 0.0 var input_direction := Input.get_axis("move_left", "move_right") if Input.is_action_just_pressed("jump"): jump_buffer_timer.start() if not is_on_floor(): var gravity_factor := gravity_factor_jump if velocity.y < 0.0 else gravity_factor_fall if is_on_wall_only() and not is_zero_approx(input_direction): var wall_normal := get_wall_normal().x if (wall_normal * input_direction) < 0.0: wall_coyote_time_timer.start() if sign(wall_normal) != sign(_last_wall_normal): wall_attach_timer.start() _last_wall_normal = wall_normal if not Input.is_action_pressed("move_down") and velocity.y > 0.0: gravity_factor = gravity_factor_slide if wall_attach_timer.is_stopped() else 0.0 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 not jump_buffer_timer.is_stopped(): if not floor_coyote_time_timer.is_stopped(): velocity.y = -jump_floor_velocity jump_buffer_timer.stop() floor_coyote_time_timer.stop() elif not wall_coyote_time_timer.is_stopped(): velocity = -jump_wall_velocity velocity.x *= -_last_wall_normal jump_buffer_timer.stop() wall_coyote_time_timer.stop() if input_direction: var input_velocity := input_direction * _max_speed velocity.x = move_toward(velocity.x, input_velocity, 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"): if not _slow_down_tween or not _slow_down_tween.is_running(): print("Attack") _slow_down_tween = create_tween() _slow_down_tween.tween_property(self, "_max_speed", \ movement_max_speed_after_attack, slow_down_attack) _slow_down_tween.tween_property(self, "_max_speed", \ movement_max_speed_after_attack, slow_down_sustain) _slow_down_tween.tween_property(self, "_max_speed", \ movement_max_speed_normal, slow_down_release)