game xbox controller, two terrains, tilmaplayer, physics, worked in gimp

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OddlyTimbot committed 2026-10-20 20:19:39 -04:00
1 parent e24a881958
commit c3ab17230b
14 files changed
+594 -9

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+1 -1
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@@ -5,7 +5,7 @@ signal destroySignal(body)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
get_window().grab_focus()
# Called every frame. 'delta' is the elapsed time since the previous frame.
+4 -4
View File
@@ -63,14 +63,14 @@ func handle_input()->void:
#shove left
pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power )
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_player_state=PlayerStates.JUMPING
upJump = true
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
direction = Input.get_axis("ui_left", "ui_right")
direction = Input.get_axis("left", "right")
func handle_movement()->void:
if direction:
velocity.x = direction * SPEED
@@ -94,7 +94,7 @@ func handle_collisions()->void:
print("Something on my right")
#get the thing I can shove
var collider = right_cast.get_collider()
if collider is Node:
if collider is RigidBody2D:
pushRightEnabled = true
pushTarget = collider
else:
@@ -103,7 +103,7 @@ func handle_collisions()->void:
if left_cast.is_colliding():
print("Something on my left")
var collider = left_cast.get_collider()
if collider is Node:
if collider is RigidBody2D:
pushLeftEnabled = true
pushTarget = collider
else: