Player Movment
implented edited hollow night movement and set up player/test_scene.
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@@ -10,15 +10,15 @@ class_name PlatformerController2D
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#2. Animations are very primitive. To make full use of your custom art, you may want to slightly change the code for the animations
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@export_category("Necesary Child Nodes")
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@export var PlayerSprite: AnimatedSprite2D
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@export var PlayerCollider: CollisionShape2D
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@onready var PlayerSprite = $AnimatedSprite2D
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@onready var PlayerCollider = $CollisionShape2D
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#INFO HORIZONTAL MOVEMENT
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@export_category("L/R Movement")
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##The max speed your player will move
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@export_range(50, 500) var maxSpeed: float = 200.0
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@export_range(50, 500) var maxSpeed: float = 500
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##How fast your player will reach max speed from rest (in seconds)
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@export_range(0, 4) var timeToReachMaxSpeed: float = 0.2
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@export_range(0, 4) var timeToReachMaxSpeed: float = 0
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##How fast your player will reach zero speed from max speed (in seconds)
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@export_range(0, 4) var timeToReachZeroSpeed: float = 0.2
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##If true, player will instantly move and switch directions. Overrides the "timeToReach" variables, setting them to 0.
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@@ -29,15 +29,15 @@ class_name PlatformerController2D
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#INFO JUMPING
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@export_category("Jumping and Gravity")
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##The peak height of your player's jump
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@export_range(0, 20) var jumpHeight: float = 2.0
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@export_range(0, 20) var jumpHeight: float = 4
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##How many jumps your character can do before needing to touch the ground again. Giving more than 1 jump disables jump buffering and coyote time.
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@export_range(0, 4) var jumps: int = 1
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@export_range(0, 4) var jumps: int = 2
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##The strength at which your character will be pulled to the ground.
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@export_range(0, 100) var gravityScale: float = 20.0
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@export_range(0, 100) var gravityScale: float = 30
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##The fastest your player can fall
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@export_range(0, 1000) var terminalVelocity: float = 500.0
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@export_range(0, 1000) var terminalVelocity: float = 700
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##Your player will move this amount faster when falling providing a less floaty jump curve.
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@export_range(0.5, 3) var descendingGravityFactor: float = 1.3
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@export_range(0.5, 3) var descendingGravityFactor: float = 2
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##Enabling this toggle makes it so that when the player releases the jump key while still ascending, their vertical velocity will cut by the height cut, providing variable jump height.
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@export var shortHopAkaVariableJumpHeight: bool = true
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##How much the jump height is cut by.
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@@ -159,7 +159,7 @@ var wasLatched
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var crouching
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var groundPounding
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var anim
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var anim = PlayerSprite
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var col
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var animScaleLock : Vector2
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