extends CharacterBody2D var gravity = 900 var gravity_mid = 500 var gravity_fall = 1300 const SPEED = 200.0 const JUMP_VELOCITY = -400.0 const roll_speed = 300 var roll_cooldown_time = 0.5 var colshape_stand = 30 @onready var sprite = $Sprites var land_time = 0 var roll_cooldown = 0 var roll_time = 0 var roll_dir = 1 var side = 1 var state = State.Idle enum State { Idle, Run, Walk, Jump, AirSpin, Land, Roll, } func _physics_process(delta): if not is_on_floor(): if velocity.y > 50: velocity.y += gravity_fall * delta elif velocity.y < -50: velocity.y += gravity * delta else: velocity.y += gravity_mid * delta elif state == State.Jump or state == State.AirSpin: state = State.Land sprite.play("Land") land_time = 0.16 return if Input.is_action_just_pressed("roll"): if is_on_floor() and roll_time <= 0 and roll_cooldown <= 0: state = State.Roll roll_time = 0.55 roll_dir = -1 if sprite.flip_h else 1 $CollisionShape2D.shape.size.y = colshape_stand / 2 $CollisionShape2D.position.y = colshape_stand / -4 sprite.play("GroundRoll") if Input.is_action_just_pressed("ui_accept") and state != State.Roll: if is_on_floor(): velocity.y = JUMP_VELOCITY sprite.play("Jump") state = State.Jump sprite.pause() sprite.set_frame_and_progress(0, 0) elif state != State.AirSpin: sprite.play("AirSpin") state = State.AirSpin var boost = 0 if velocity.y > 0 else velocity.y / 3 velocity.y = JUMP_VELOCITY / 1.4 + boost if state == State.Roll: velocity.x = roll_dir * roll_speed else: var speed = SPEED if Input.is_key_pressed(KEY_SHIFT): speed /= 3 var direction = Input.get_axis("left", "right") if direction: velocity.x = direction * speed else: # Decelerate velocity.x = move_toward(velocity.x, 0, 25) if direction != 0: sprite.flip_h = direction == -1 if land_time >= 0: land_time -= delta if roll_cooldown >= 0: roll_cooldown -= delta if roll_time >= 0: roll_time -= delta elif state == State.Roll: $CollisionShape2D.shape.size.y = colshape_stand $CollisionShape2D.position.y = colshape_stand / -2 roll_cooldown = roll_cooldown_time state = State.Idle if state == State.Jump: if velocity.y > 50: sprite.set_frame_and_progress(2,0) elif velocity.y > -150: sprite.set_frame_and_progress(1, 0) # If shift left/right then 2 * speed, play run if land_time <= 0 and is_on_floor() and state != State.Jump and state != State.Roll: if velocity.x != 0: if Input.is_key_pressed(KEY_SHIFT): sprite.play("Walk") else: sprite.play("Run") else: sprite.play("Idle") move_and_slide() # Maybe later enum JumpState { } func _play_anim(state: State, velocity: Vector2): match state: State.Idle: sprite.play("Idle") State.Run: sprite.play("Run") State.Walk: sprite.play("Walk") State.Jump: sprite.pause() sprite.set_frame_and_progress(0, 0) if velocity.y > 50: sprite.set_frame_and_progress(2,0) elif velocity.y > -150: sprite.set_frame_and_progress(1, 0) State.AirSpin: pass State.Land: sprite.play("Land") func _process_velocity(state: State, delta): pass