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Attention | Topic was automatically imported from the old Question2Answer platform. |
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Asked By | c4n4r |
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Old Version | Published before Godot 3 was released. |
Hey guys!
I’m trying to make a simple controller script for a plateformer project.
I tried something that work… a bit, but i have a behavior that i can’t explain…
i use a tilemap to create level portion, and sometimes, the character randomly get stuck on the ground, and when i move a bit in the other direction, the player can move again…
Really strange.
Here is the script i did :
export var player_speed = 150;
export var acceleration = 10;
export var acceleration_air = 2;
export var gravity = 300;
export var jump = 50;
var velocity;
var ray_cast_ground;
var player_state_prev = "";
var player_state = "";
var player_state_next = "ground";
func move(accel,delta,speed):
velocity = lerp(get_linear_velocity().x,speed,accel*delta);
set_axis_velocity(Vector2(velocity,get_linear_velocity().y));
func isGrounded():
if ray_cast_ground.is_colliding():
return true;
else:
return false;
func ground_state(delta):
if Input.is_action_pressed("ui_left"):
move(acceleration,delta,-player_speed);
elif Input.is_action_pressed("ui_right"):
move(acceleration,delta,player_speed);
else:
move(acceleration,delta,0);
if isGrounded():
if Input.is_action_pressed("jump"):
set_axis_velocity(Vector2(0,-jump));
print("jump");
else:
player_state_next="air"
func air_state(delta):
if isGrounded():
player_state_next="ground";
if Input.is_action_pressed("ui_left"):
move(acceleration_air,delta,-player_speed);
elif Input.is_action_pressed("ui_right"):
move(acceleration_air,delta,player_speed);
else:
move(acceleration_air,delta,0);
func _ready():
set_applied_force(Vector2(0,gravity));
ray_cast_ground = get_node("RayCast2D");
ray_cast_ground.add_exception(self)
set_process(true)
pass
func _process(delta):
player_state_prev = player_state;
player_state = player_state_next;
print(get_linear_velocity().x);
if (player_state == "ground"):
ground_state(delta);
elif(player_state == "air"):
air_state(delta);
If somebody have an idea…
best regards!
Next time you run the game toggle “Visible collision shapes”. Usually it gives one idea of what’s happening.
Also try to print debug messages when changing from one state to other and see what happens when stuck in some place.
genete | 2016-06-30 16:20