extends KinematicBody2D export (int) var acceleration = 512 export (int) var max_speed = 64 export (float) var friction = 0.25 export (int) var gravity = 200 export (int) var jump_force = 128 export (int) var max_slope = 46 var motion = Vector2.ZERO var snap_vector = Vector2.ZERO onready var sprite = $Sprite onready var animation = $Animation func _physics_process(delta): var input_vector = get_input_vector() apply_horizontal_force(input_vector, delta) apply_friction(input_vector) update_snap_vector() jump_check() apply_gravity(delta) update_animations(input_vector) move() func get_input_vector(): var input_vector = Vector2.ZERO input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left") return input_vector func apply_horizontal_force(input_vector, delta): if input_vector.x != 0: motion.x += input_vector.x * acceleration * delta motion.x = clamp(motion.x, -max_speed, max_speed) # Set the max motion func apply_friction(input_vector): if input_vector.x == 0 and is_on_floor(): motion.x = lerp(motion.x, 0, friction) func update_snap_vector(): if is_on_floor(): snap_vector = Vector2.DOWN func jump_check(): if is_on_floor(): if Input.is_action_just_pressed("ui_select"): motion.y = -jump_force snap_vector = Vector2.ZERO else: if Input.is_action_just_released("ui_select"):# and motion.y < -jump_force/2: motion.y = motion.y/2 func apply_gravity(delta): motion.y += gravity * delta motion.y = min(motion.y, jump_force) func update_animations(input_vector): if input_vector.x != 0: # Reverses the sprite if the direction is -x ? sprite.scale.x = sign(input_vector.x) animation.play("Run") else: animation.play("Idle") if not is_on_floor(): animation.play("Jump") func move(): motion = move_and_slide_with_snap(motion, snap_vector * 4, Vector2.UP, true, 4, deg2rad(max_slope), false)