feat: better stomp feedback
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parent
f46808740c
commit
317ce3d2b7
@ -10,7 +10,7 @@ const PhysicsConst = preload("res://src/Utilities/Physic/PhysicsConst.gd")
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const FLOOR_NORMAL := Vector2.UP
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var stomp_feedback := 1400 * 60
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var stomp_feedback := 1400 * 30
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var stomp_time := 0.2
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var init_stomp_time := 0.2
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var inair_velocity := 21
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@ -260,7 +260,8 @@ func calculate_jump_velocity(
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#TODO Single out stomping and make betta
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#TODO too much force intially and too high with frog jump
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if stomping:
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# additive_jump_force += stomp_feedback
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if Input.is_action_pressed("jump"):
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additive_jump_force += stomp_feedback
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stomp_time -= delta
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# print(stomp_time)
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if stomp_time <= 0:
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@ -29,7 +29,6 @@ func _state_logic(delta):
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func _get_transition(_delta):
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parent.get_node("StateLabel").text = self.state
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_set_blendspaces_direction()
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_animation_logic()
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var new_state
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if parent.target == null:
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@ -63,8 +62,9 @@ func _animation_logic():
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elif state != "sleeping":
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animation = "midJumping"
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if anim_state_playback.get_current_node() != animation:
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print(anim_state_playback.get_current_node())
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print(animation)
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_set_blendspaces_direction()
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# print(anim_state_playback.get_current_node())
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# print(animation)
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anim_state_playback.travel(animation)
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@ -40,10 +40,10 @@ unique_name_in_owner = true
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drag_margin_bottom = 0.3
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[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
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frame = 8
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frame = 0
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[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
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frame = 7
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frame = 13
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[node name="Blobby" parent="." instance=ExtResource( 7 )]
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unique_name_in_owner = true
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@ -77,6 +77,7 @@ margin_right = 296.0
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margin_bottom = 30.0
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focus_neighbour_top = NodePath("../QuitButton")
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focus_neighbour_bottom = NodePath("../Controlls")
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next_scene_path = "res://src/Levels/1 Tutorial Level.tscn"
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[node name="Controlls" parent="MenuContainer/Buttons" instance=ExtResource( 3 )]
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unique_name_in_owner = true
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