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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 |
There something I just can't figure out, my implementation looks fine, but jump height seems to be disregarded completely, in Godot 4.3:
extends CharacterBody2D
@export var speed = 300.0
@export var jump_height : float = 0.5
@export var jump_time_to_peak : float = 1.0
@export var jump_time_to_descent : float = 0.5
@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_peak)) * -1.0
func get_input():
return Input.get_axis("player_left", "player_right")
func get_gravity_2D():
return jump_gravity if velocity.y < 0.0 else fall_gravity
func jump():
velocity.y = jump_velocity
func _physics_process(delta):
velocity.y += get_gravity_2D() * delta
velocity.x = get_input() * speed
if Input.is_action_just_pressed("player_jump") and is_on_floor():
jump()
move_and_slide()
My jump behaves inconsistently some times for example when I printed the values of y velocity every frame. Normally it looks like this 0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
-134.16667175293
-128.333343505859
-122.500007629395
-116.66667175293
-110.833335876465
-105.0
-99.1666641235352
-93.3333282470703
-87.4999923706055
-81.6666564941406
-75.8333206176758
-69.9999847412109
-64.1666488647461
-58.3333168029785
-52.4999847412109
-46.6666526794434
-40.8333206176758
-34.9999885559082
-29.166654586792
-23.3333206176758
-17.4999866485596
-11.6666536331177
-5.83332014083862
0.00001319249441
0.00001319249441
0.00001319249441
0.00001319249441
0.00001319249441
0.00001319249441
0.00001319249441
0.0
but sometimes it looks like this .0
0.0
0.0
0.0
0.0
0.0
0.0
-134.16667175293
-128.333343505859
-111.666679382324
-95.0000152587891
-78.3333511352539
-61.6666831970215
-45.0000152587891
-28.3333492279053
-11.6666822433472
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
4.99998426437378
0.0
0.0
And that other velocity curve doesn't go as high does anyone have any Idea what I should do? turning up the physics tick rate seemed to lessen the issue but not eliminate it.
My jump behaves inconsistently some times for example when I printed the values of y velocity every frame. Normally it looks like this 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 -134.16667175293 -128.333343505859 -122.500007629395 -116.66667175293 -110.833335876465 -105.0 -99.1666641235352 -93.3333282470703 -87.4999923706055 -81.6666564941406 -75.8333206176758 -69.9999847412109 -64.1666488647461 -58.3333168029785 -52.4999847412109 -46.6666526794434 -40.8333206176758 -34.9999885559082 -29.166654586792 -23.3333206176758 -17.4999866485596 -11.6666536331177 -5.83332014083862 0.00001319249441 0.00001319249441 0.00001319249441 0.00001319249441 0.00001319249441 0.00001319249441 0.00001319249441 0.0 but sometimes it looks like this .0 0.0 0.0 0.0 0.0 0.0 0.0 -134.16667175293 -128.333343505859 -111.666679382324 -95.0000152587891 -78.3333511352539 -61.6666831970215 -45.0000152587891 -28.3333492279053 -11.6666822433472 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 4.99998426437378 0.0 0.0 And that other velocity curve doesn't go as high does anyone have any Idea what I should do? turning up the physics tick rate seemed to lessen the issue but not eliminate it.
I have made a video on this problem: https://youtu.be/YBNSPAvmLoA?si=QVyVY_x29919cFVN
I found an issue in version 4.4. Everything looks normal if no actual jump animation is associated. However, when the animation is added, there is always a delay, causing the player to stay in the air for a while before the animation appears.