extends CharacterBody2D @export var speed = 350 @export var grav = 40 @export var jump_force = 800 @export var fallvelocity_cap = 1000 # How fast the player can get when falling @export var max_air_jumps = 1 # Number of total jumps allowed (1 = normal, 2 = double jump) var input_direction = 0 var direction_locked = false var facing_direction = 1 # 1 = right, -1 = left @export var sprint_mult = 1.5 @export var crouch_mult = 0.4 @onready var ap = $AnimationPlayer @onready var sprite = $Sprite2D @onready var cshape = $mainbody @onready var topcheck1 = $topcheck1 @onready var topcheck2 = $topcheck2 @onready var statemachine = $StateMachine @onready var wallrun_raycast_left1 = $wallrunrcleft1 @onready var wallrun_raycast_left2 = $wallrunrcleft2 @onready var wallrun_raycast_right1 = $wallrunrcright1 @onready var wallrun_raycast_right2 = $wallrunrcright2 @onready var wallcheckright = $wallcheckright @onready var wallcheckleft = $wallcheckleft @onready var floorcheck = $floorcheck var horizontal_direction = 0 var v_mult = 1 #velocity multiplier var v_push = 0 #velocity push in either direction var air_jumps_done = 0 var stuck_under_object = false var wallrun_available := true var wallrun_timer := 0.0 #:= bedeutet, dass der Typ fest festgelegt ist (z.B int, bool etc.) var wallrun_time := 1 # Dauer des Wallruns in Sekunden var wallrun_speed := -250.0 # Geschwindigkeit nach oben (negativ wegen y-Achse) var wallpushoff_force := 450 # Stärke des Abstoßens var wallpushoff_mult := 0.3 # schränkt die velocity.x Kontrolle des Spielers ein. var wallpushoff_timer := 0.0 var wallpushoff_time := 0.5 # dauer des pushoffs var climbup_pos1 = Vector2(0, 0) var climbup_pos2 = Vector2(0, 0) var climbup_pos1_reached = false var climbup_speed_y = 100 var climbup_speed_x = 500 func _process(delta): #turnmovement() pass func _physics_process(delta): move_and_slide() input_direction = Input.get_axis("move_left", "move_right") #print(statemachine.current_state.get_state_name()) # zum debuggen aktivieren if statemachine.current_state.get_state_name() not in ["PlayerWallrun", "PlayerClimbUp"]: gravity() if statemachine.current_state.get_state_name() not in ["PlayerWallrun", "PlayerWallrunPushoff", "PlayerLedgeGrab", "PlayerClimbUp"]: turnmovement() $ledgecollision.disabled = statemachine.current_state.get_state_name() in ["PlayerIdle", "PlayerRun", "PlayerCrouch", "PlayerCrouchWalk", "PlayerJump", "PlayerWallrun", "PlayerClimbUp"] or velocity.y < 0 or Input.is_action_pressed("crouch") or(topcheck1.is_colliding() and topcheck2.is_colliding() and statemachine.current_state.get_state_name() != "PlayerLedgeGrab") func movement(): velocity.x = speed * input_direction * v_mult + v_push func turnmovement(): movement() if direction_locked: return if input_direction != 0 and sign(input_direction) != facing_direction: switch_direction(sign(input_direction)) func switch_direction(new_direction): facing_direction = new_direction sprite.flip_h = (facing_direction == -1) func set_facing_direction(dir: int): #manual flip if direction_locked: return if dir in [-1, 1] and dir != facing_direction: switch_direction(dir) func lock_direction(): direction_locked = true func unlock_direction(): direction_locked = false func gravity(): velocity.y += grav if velocity.y > fallvelocity_cap: velocity.y = fallvelocity_cap func head_clear() -> bool: var result = !topcheck1.is_colliding() && !topcheck2.is_colliding() return result func wall_detected_left() -> bool: var result = wallrun_raycast_left1.is_colliding() && wallrun_raycast_left2.is_colliding() return result func wall_detected_right() -> bool: var result = wallrun_raycast_right1.is_colliding() && wallrun_raycast_right2.is_colliding() return result # transition functions func transitionidle() -> bool: var result = Input.get_axis("move_left", "move_right") == 0 && is_on_floor() return result func transitionrun() -> bool: var result = Input.get_axis("move_left", "move_right") != 0 && is_on_floor() return result func transitionjump() -> bool: var result = Input.is_action_just_pressed("jump") && is_on_floor() return result func transitiondoublejump() -> bool: var result = Input.is_action_just_pressed("jump") && !is_on_floor() && (air_jumps_done < max_air_jumps) return result func transitionfall() -> bool: var result = velocity.y > 0 && !is_on_floor() return result func transitionledgegrab() -> bool: var result = !floorcheck.is_colliding() && velocity.y - grav == 0 && (wallcheckright.is_colliding() or wallcheckleft.is_colliding()) return result func transitioncrouch() -> bool: var result = is_on_floor() && Input.is_action_pressed("crouch") return result func transitioncrouchwalk() -> bool: var result = is_on_floor() && Input.is_action_pressed("crouch") && Input.get_axis("move_left", "move_right") != 0 return result func transitionwallrun() -> bool: var result = Input.is_action_just_pressed("jump") and ((Input.is_action_pressed("move_right") && wall_detected_right()) or (Input.is_action_pressed("move_left") && wall_detected_left())) and wallrun_available return result