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authorJuan Linietsky <reduzio@gmail.com>2015-05-04 10:17:24 -0300
committerJuan Linietsky <reduzio@gmail.com>2015-05-04 10:17:24 -0300
commita76709d24038442880f3174e15e84d5317e61d9f (patch)
tree77c5f64461daaf44aa7099016c3b4e31e614eaf3 /demos/2d/kinematic_char
parent9b01f5954afbfa61169a7afd2c3d329e7a2882de (diff)
-vec3 uniforms should now work, fixes #1773
Diffstat (limited to 'demos/2d/kinematic_char')
-rw-r--r--demos/2d/kinematic_char/player.gd7
1 files changed, 6 insertions, 1 deletions
diff --git a/demos/2d/kinematic_char/player.gd b/demos/2d/kinematic_char/player.gd
index 3549ba3830..ddc0271de0 100644
--- a/demos/2d/kinematic_char/player.gd
+++ b/demos/2d/kinematic_char/player.gd
@@ -23,6 +23,7 @@ const JUMP_MAX_AIRBORNE_TIME=0.2
const SLIDE_STOP_VELOCITY=1.0 #one pixel per second
const SLIDE_STOP_MIN_TRAVEL=1.0 #one pixel
+
var velocity = Vector2()
var on_air_time=100
var jumping=false
@@ -94,7 +95,7 @@ func _fixed_process(delta):
#Since this formula will always slide the character around,
#a special case must be considered to to stop it from moving
#if standing on an inclined floor. Conditions are:
- # 1) Standin on floor (on_air_time==0)
+ # 1) Standing on floor (on_air_time==0)
# 2) Did not move more than one pixel (get_travel().length() < SLIDE_STOP_MIN_TRAVEL)
# 3) Not moving horizontally (abs(velocity.x) < SLIDE_STOP_VELOCITY)
# 4) Collider is not moving
@@ -117,9 +118,13 @@ func _fixed_process(delta):
move(floor_velocity*delta)
if (jumping and velocity.y>0):
+ #if falling, no longer jumping
jumping=false
if (on_air_time<JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):
+ # Jump must also be allowed to happen if the
+ # character left the floor a little bit ago.
+ # Makes controls more snappy.
velocity.y=-JUMP_SPEED
jumping=true