A bit more polish to movement. wall_slide will start with grvity 0. Also dash particals tweaks
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12 changed files with 238 additions and 84 deletions
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assets/Tiles/tileset_tree.png
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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svg/scale=1.0
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@ -3,13 +3,13 @@
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[ext_resource path="res://assets/Player/herochar_dash_partical_left.png" type="Texture" id=1]
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[ext_resource path="res://assets/Player/herochar_dash_partical_left.png" type="Texture" id=1]
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[sub_resource type="Gradient" id=1]
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[sub_resource type="Gradient" id=1]
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colors = PoolColorArray( 0, 1, 1, 0.694118, 0.862745, 0.866667, 0.901961, 0 )
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colors = PoolColorArray( 0.964706, 1, 0.521569, 0.694118, 0.862745, 0.866667, 0.901961, 0 )
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[sub_resource type="GradientTexture" id=2]
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[sub_resource type="GradientTexture" id=2]
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gradient = SubResource( 1 )
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gradient = SubResource( 1 )
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[sub_resource type="Curve" id=3]
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[sub_resource type="Curve" id=3]
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_data = [ Vector2( 0, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0.475 ), 0.0, 0.0, 0, 0 ]
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_data = [ Vector2( 0, 1 ), 0.0, 0.0, 0, 0, Vector2( 0.836806, 0.0795455 ), 0.0, 0.0, 0, 0 ]
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[sub_resource type="CurveTexture" id=4]
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[sub_resource type="CurveTexture" id=4]
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curve = SubResource( 3 )
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curve = SubResource( 3 )
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[ext_resource path="res://assets/Player/herochar_dash_partical.png" type="Texture" id=1]
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[ext_resource path="res://assets/Player/herochar_dash_partical.png" type="Texture" id=1]
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[sub_resource type="Gradient" id=1]
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[sub_resource type="Gradient" id=1]
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colors = PoolColorArray( 0, 1, 1, 0.694118, 0.862745, 0.866667, 0.901961, 0 )
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colors = PoolColorArray( 0.964706, 1, 0.521569, 0.694118, 0.862745, 0.866667, 0.901961, 0 )
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[sub_resource type="GradientTexture" id=2]
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[sub_resource type="GradientTexture" id=2]
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gradient = SubResource( 1 )
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gradient = SubResource( 1 )
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[sub_resource type="Curve" id=3]
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[sub_resource type="Curve" id=3]
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_data = [ Vector2( 0, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0.475 ), 0.0, 0.0, 0, 0 ]
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_data = [ Vector2( 0, 1 ), 0.0, 0.0, 0, 0, Vector2( 0.777778, 0.229545 ), 0.0, 0.0, 0, 0 ]
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[sub_resource type="CurveTexture" id=4]
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[sub_resource type="CurveTexture" id=4]
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curve = SubResource( 3 )
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curve = SubResource( 3 )
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@ -35,8 +35,11 @@ func _physics_process(delta: float) -> void:
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if _alive:
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if _alive:
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var is_jump_canceled: = Input.is_action_just_released("jump") and !_is_wall_jumping and _velocity.y < 0.0
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var is_jump_canceled: = Input.is_action_just_released("jump") and !_is_wall_jumping and _velocity.y < 0.0
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var direction: = get_direction()
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var direction: = get_direction()
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var prev_wall_slide_state = _is_wall_sliding
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_is_wall_sliding = _velocity.y >=0 and _is_next_to_wall() and _in_air
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_is_wall_sliding = _velocity.y >=0 and _is_next_to_wall() and _in_air
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_velocity = calculate_move_velocity(direction,is_jump_canceled, delta)
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_velocity = calculate_move_velocity(direction,is_jump_canceled, delta)
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if _is_wall_sliding and not prev_wall_slide_state:
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_velocity.y=0
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_velocity = move_and_slide(_velocity, Vector2.UP)
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_velocity = move_and_slide(_velocity, Vector2.UP)
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update_sprite(direction)
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update_sprite(direction)
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if is_on_floor() and !_is_dashing: _can_dash = true;
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if is_on_floor() and !_is_dashing: _can_dash = true;
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