Added wall jumps and tweaked values and movement
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@@ -13,15 +13,19 @@ signal move
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const GRAVITY: int = 700
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const GRAVITY: int = 700
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@export var speed: float = 1300
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@export var speed: float = 1300
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@export var maxSpeed: float = 300
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@export var maxSpeed: float = 300
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@export var friction: int = 1200
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@export var maxAirSpeed: float = 350
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@export var airFriction: int = 250
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@export var friction: int = 3000
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@export var jumpHight: float = -275
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@export var airFriction: int = 1400
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@export var jumpHight: float = -300
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@export var maxJumpCount: int = 2
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@export var maxJumpCount: int = 2
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@export var dashSpeed: float = 600
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@export var wallPushBack: float = 200
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var canDash: bool = true
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var canDash: bool = true
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var deathEffect: PackedScene = preload("uid://dm4oirxl6bpnn")
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var deathEffect: PackedScene = preload("uid://dm4oirxl6bpnn")
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var camreaCenterPosition: Vector2
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var camreaCenterPosition: Vector2
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var swordHitBoxXPos: float
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var swordHitBoxXPos: float
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var dashTime: float = 0.1
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func _ready() -> void:
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func _ready() -> void:
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#connects the signal from scene manager to on spawn
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#connects the signal from scene manager to on spawn
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@@ -33,11 +37,11 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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#calls move and slide so the state scripts don't have to cause that causes bugs
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#calls move and slide so the state scripts don't have to cause that causes bugs
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move_and_slide()
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move_and_slide()
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#print(velocity.x)
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#emits move purly for jump state cause that is dependent on exact move and slide in the code
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#emits move purly for jump state cause that is dependent on exact move and slide in the code
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move.emit()
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move.emit()
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if is_on_floor():
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get_dash()
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canDash = true
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#kills the player when they get too low
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#kills the player when they get too low
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#if global_position.y > 200:
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#if global_position.y > 200:
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@@ -69,3 +73,11 @@ func hurt(enemy: Node2D) -> void:
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if PlayerManager.currenthealth == 0:
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if PlayerManager.currenthealth == 0:
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player_death()
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player_death()
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func get_dash() -> void:
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if is_on_floor():
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await get_tree().create_timer(dashTime).timeout
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if is_on_floor():
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canDash = true
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if is_on_wall():
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canDash = true
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@@ -5,8 +5,10 @@ extends NodeState
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const jumpGravity = player.GRAVITY
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const jumpGravity = player.GRAVITY
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var dashSpeed: float = 500
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@onready var dashSpeed: float = player.dashSpeed
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var dashTime: float = .3
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@onready var jumpHight: float = player.jumpHight
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var dashTime: float = .2
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var dashDone: bool = false
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var dashDone: bool = false
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var canDash: bool = true
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var canDash: bool = true
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@@ -9,12 +9,12 @@ extends NodeState
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@export_category("Fall State")
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@export_category("Fall State")
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@export var coyoteTime: float = .2
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@export var coyoteTime: float = .4
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var coyoteJump: bool
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var coyoteJump: bool
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const GRAVITY = player.GRAVITY
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const GRAVITY = player.GRAVITY
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@onready var speed = player.speed
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@onready var speed = player.speed
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@onready var maxSpeed = player.maxSpeed
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@onready var maxSpeed = player.maxAirSpeed
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@onready var friction = player.airFriction
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@onready var friction = player.airFriction
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@@ -33,7 +33,7 @@ func on_phyisics_process(delta: float) -> void:
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if direction:
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if direction:
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player.velocity.x += direction * speed * delta
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player.velocity.x += direction * speed * delta
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player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
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player.velocity.x = move_toward(player.velocity.x, clamp(player.velocity.x, -maxSpeed, maxSpeed), friction * delta)
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if direction != 0:
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if direction != 0:
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animatedSprite2D.flip_h = false if direction > 0 else true
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animatedSprite2D.flip_h = false if direction > 0 else true
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@@ -12,10 +12,13 @@ const jumpGravity = player.GRAVITY
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@onready var jumpHight = player.jumpHight
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@onready var jumpHight = player.jumpHight
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@onready var maxJumpCount = player.maxJumpCount
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@onready var maxJumpCount = player.maxJumpCount
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@onready var speed = player.speed
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@onready var speed = player.speed
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@onready var maxSpeed = player.maxSpeed
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@onready var maxSpeed = player.maxAirSpeed
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@onready var friction = player.friction
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@onready var friction = player.airFriction
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@onready var wallPushBack = player.wallPushBack
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var currentJumpCount: int = 0
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var currentJumpCount: int = 0
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var wallJumpCoyoteTime: float = 0.3
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var canWallJump: bool = false
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@warning_ignore("unused_parameter")
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@warning_ignore("unused_parameter")
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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@@ -28,6 +31,9 @@ func on_process(delta: float) -> void:
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pass
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pass
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func on_phyisics_process(delta: float) -> void:
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func on_phyisics_process(delta: float) -> void:
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var direction: float = GameInputEvents.movement_input()
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player.velocity.y += jumpGravity * delta
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player.velocity.y += jumpGravity * delta
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if player.is_on_floor():
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if player.is_on_floor():
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currentJumpCount = 0
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currentJumpCount = 0
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@@ -35,7 +41,7 @@ func on_phyisics_process(delta: float) -> void:
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fallState.coyoteJump = false
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fallState.coyoteJump = false
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currentJumpCount += 1
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currentJumpCount += 1
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if fallState.coyoteJump and currentJumpCount <= maxJumpCount:
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if fallState.coyoteJump and currentJumpCount < maxJumpCount:
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player.velocity.y = jumpHight
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player.velocity.y = jumpHight
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fallState.coyoteJump = false
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fallState.coyoteJump = false
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currentJumpCount += 1
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currentJumpCount += 1
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@@ -43,12 +49,13 @@ func on_phyisics_process(delta: float) -> void:
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#multi jumps
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#multi jumps
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multiJump()
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multiJump()
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#movment shit under here
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#movment shit under here
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var direction: float = GameInputEvents.movement_input()
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if direction:
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if direction:
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player.velocity.x += direction * speed * delta
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player.velocity.x += direction * speed * delta
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player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
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player.velocity.x = move_toward(player.velocity.x, clamp(player.velocity.x, -maxSpeed, maxSpeed), friction * delta)
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if direction != 0:
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if direction != 0:
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animatedSprite2D.flip_h = false if direction > 0 else true
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animatedSprite2D.flip_h = false if direction > 0 else true
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@@ -63,7 +70,7 @@ func on_phyisics_process(delta: float) -> void:
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func enter() -> void:
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func enter() -> void:
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ledgeGrabBox.disabled = false
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ledgeGrabBox.disabled = false
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animatedSprite2D.play("Jump")
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animatedSprite2D.play("Jump")
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if not fallState.coyoteJump:
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if not fallState.coyoteJump and not player.is_on_wall():
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currentJumpCount += 1
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currentJumpCount += 1
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multiJump()
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multiJump()
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@@ -91,6 +98,28 @@ func transition_states() -> void:
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func multiJump():
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func multiJump():
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if !player.is_on_floor() and currentJumpCount <= maxJumpCount and Input.is_action_just_pressed("move_jump"):
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if !player.is_on_floor() and currentJumpCount < maxJumpCount and Input.is_action_just_pressed("move_jump") and not player.is_on_wall() and not fallState.coyoteJump:
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player.velocity.y = jumpHight
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player.velocity.y = jumpHight
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currentJumpCount += 1
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currentJumpCount += 1
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if player.is_on_wall():
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canWallJump = true
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wallJumpCoyote()
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if Input.is_action_just_pressed("move_jump") and canWallJump:
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var boost = 150
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print("wall jump")
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player.velocity.y = jumpHight
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var wallDirection = player.get_wall_normal().x
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var direction: float = GameInputEvents.movement_input()
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if direction == wallDirection:
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print("boost")
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player.velocity.x =+ (wallPushBack + boost) * wallDirection
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else:
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print("no boost")
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player.velocity.x =+ wallPushBack * wallDirection
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currentJumpCount = 0
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func wallJumpCoyote():
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await get_tree().create_timer(wallJumpCoyoteTime).timeout
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canWallJump = false
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@@ -6,6 +6,7 @@ extends NodeState
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const GRAVITY = player.GRAVITY
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const GRAVITY = player.GRAVITY
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@onready var speed = player.speed
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@onready var speed = player.speed
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@onready var maxSpeed = player.maxSpeed
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@onready var maxSpeed = player.maxSpeed
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@onready var friction = player.friction
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@warning_ignore("unused_parameter")
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@warning_ignore("unused_parameter")
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func on_process(delta: float) -> void:
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func on_process(delta: float) -> void:
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@@ -16,8 +17,8 @@ func on_phyisics_process(delta: float) -> void:
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if direction:
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if direction:
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player.velocity.x += direction * speed * delta
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player.velocity.x += direction * speed * delta
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player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
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#player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
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#player.velocity.x = move_toward(player.velocity.x, maxSpeed, 100 * delta)
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player.velocity.x = move_toward(player.velocity.x, clamp(player.velocity.x, -maxSpeed, maxSpeed), friction * delta)
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if direction != 0:
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if direction != 0:
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animatedSprite2D.flip_h = false if direction > 0 else true
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animatedSprite2D.flip_h = false if direction > 0 else true
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File diff suppressed because one or more lines are too long
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