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An easy to work with jump in Godot
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| extends KinematicBody2D | |
| export var move_speed = 200.0 | |
| var velocity := Vector2.ZERO | |
| export var jump_height : float | |
| export var jump_time_to_peak : float | |
| export var jump_time_to_descent : float | |
| onready var jump_velocity : float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0 | |
| onready var jump_gravity : float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0 | |
| onready var fall_gravity : float = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0 | |
| func _physics_process(delta): | |
| velocity.y += get_gravity() * delta | |
| velocity.x = get_input_velocity() * move_speed | |
| if Input.is_action_just_pressed("jump") and is_on_floor(): | |
| jump() | |
| velocity = move_and_slide(velocity, Vector2.UP) | |
| func get_gravity() -> float: | |
| return jump_gravity if velocity.y < 0.0 else fall_gravity | |
| func jump(): | |
| velocity.y = jump_velocity | |
| func get_input_velocity() -> float: | |
| var horizontal := 0.0 | |
| if Input.is_action_pressed("left"): | |
| horizontal -= 1.0 | |
| if Input.is_action_pressed("right"): | |
| horizontal += 1.0 | |
| return horizontal |
Just commenting to confirm, this code does work on Godot 4.6.3. However, a few keywords were removed moving into Godot 4. The errors will prompt you to just change all of the "onready" and "export" statements so they start with "@" I also added the following bit of code to this.
if Input.is_action_just_released("jump") and velocity.y
# Decrease Jump Velocity
velocity.y *= _jump_cut_off_value
Add a var to so it works correctly: "_var _jump_cut_off_value : float = 0.4"
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I have made a video on this problem: https://youtu.be/YBNSPAvmLoA?si=QVyVY_x29919cFVN