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- class_name BasicStaticMovement
- extends Node
- @export var auto_call := true
- @export var visuals: Node2D = null
- func _physics_process(delta: float) -> void:
- if auto_call:
- handle_movement(delta)
- func handle_movement(delta: float) -> void:
- apply_gravity(delta)
- if owner.is_on_floor():
- owner.velocity.x = lerpf(owner.velocity.x, 0, delta * 20)
- owner.move_and_slide()
- func apply_gravity(delta: float) -> void:
- owner.velocity.y += (Global.entity_gravity / delta) * delta
- owner.velocity.y = clamp(owner.velocity.y, -INF, Global.entity_max_fall_speed)
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