Inair move forgiveness, camera zoom, jump height
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@ -219,8 +219,8 @@ func calculate_fall_velocity(
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)
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else:
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linear_velocity.y = max_velocity["fall"]
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if is_equal_approx(velocity.x, 0):
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# TODO this is weird
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if (-4 < velocity.x and velocity.x < 4) :
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# TODO This is poop
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linear_velocity.x += inair_velocity * direction.x
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if Input.is_action_just_pressed("jump"):
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jump_buffer_filled = true
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@ -247,7 +247,7 @@ func calculate_wallslide_velocity(
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0, acceleration_force["walljump"].y * -1, mass, delta
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)
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# TODO this is done 3 times for different states
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# TODO make air strafe a portionable boost instead of a one time acceleration
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# TODO make air strafe a portionable boost instead of a one time acceleration (or not?! whaaat?)
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elif is_correct_airstrafe_input():
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linear_velocity.x = PhysicsFunc.two_step_euler(
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linear_velocity.x,
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@ -40,7 +40,7 @@ shape = SubResource( 1 )
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[node name="BlobbyCam" type="Camera2D" parent="."]
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position = Vector2( 70, 0 )
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current = true
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zoom = Vector2( 0.666, 0.666 )
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zoom = Vector2( 0.75, 0.75 )
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limit_left = 0
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limit_top = 0
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limit_right = 0
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@ -20,10 +20,10 @@ var init_acceleration_force := {
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# Oriented around deltas of 0.0166666...s
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# newtonmeters is the unit
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var acceleration_force := {
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"walk": Vector2(2000, 56000),
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"idle": Vector2(2000, 56000),
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"run": Vector2(2800, 59000),
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"walljump": Vector2(36000, 58000),
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"walk": Vector2(2000, 74000),
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"idle": Vector2(2000, 74000),
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"run": Vector2(2800, 74000),
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"walljump": Vector2(36000, 74000),
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"air_strafe": Vector2(20000, 100)
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}
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# Gravity as m/s^2
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