A bit more polish to movement. wall_slide will start with grvity 0. Also dash particals tweaks

This commit is contained in:
Sagi Dayan 2020-09-17 15:19:46 -04:00
parent 87b25dccd0
commit 9bdaef2d86
12 changed files with 238 additions and 84 deletions

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@ -3,13 +3,13 @@
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@ -35,8 +35,11 @@ func _physics_process(delta: float) -> void:
if _alive: if _alive:
var is_jump_canceled: = Input.is_action_just_released("jump") and !_is_wall_jumping and _velocity.y < 0.0 var is_jump_canceled: = Input.is_action_just_released("jump") and !_is_wall_jumping and _velocity.y < 0.0
var direction: = get_direction() var direction: = get_direction()
var prev_wall_slide_state = _is_wall_sliding
_is_wall_sliding = _velocity.y >=0 and _is_next_to_wall() and _in_air _is_wall_sliding = _velocity.y >=0 and _is_next_to_wall() and _in_air
_velocity = calculate_move_velocity(direction,is_jump_canceled, delta) _velocity = calculate_move_velocity(direction,is_jump_canceled, delta)
if _is_wall_sliding and not prev_wall_slide_state:
_velocity.y=0
_velocity = move_and_slide(_velocity, Vector2.UP) _velocity = move_and_slide(_velocity, Vector2.UP)
update_sprite(direction) update_sprite(direction)
if is_on_floor() and !_is_dashing: _can_dash = true; if is_on_floor() and !_is_dashing: _can_dash = true;

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