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HoppyEaster/Scripts/PlayerController.gd

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GDScript3
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extends CharacterBody2D
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@export var speed = 200
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@export_range(0, 1) var damping_factor = 0.6
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@export var animation_player : AnimationPlayer
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func _physics_process(delta : float):
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update_player_movement(delta)
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pass
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func get_move_input_vector() -> Vector2:
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var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized()
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var input_direction_controller = Input.get_vector("move_left_controller", "move_right_controller", "move_up_controller", "move_down_controller")
return (input_direction if not input_direction_controller.length() > input_direction.length() else input_direction_controller.normalized())
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func update_player_movement(delta : float):
var input = get_move_input_vector()
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# Damp Movement if not moving, Accelerate if Moving
var is_moving = input != Vector2.ZERO
self.velocity = input * speed * delta * 60 if is_moving else self.velocity * (1 - min(1, damping_factor * 60 * delta))
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update_player_animation()
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# Update Objects Physics calculations
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self.move_and_slide()
pass
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func update_player_animation():
match get_move_input_vector():
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Vector2.ZERO: animation_player.play("Idle")
_:
var left_dot = Vector2.LEFT.dot(self.velocity)
var right_dot = Vector2.RIGHT.dot(self.velocity)
var up_dot = Vector2.UP.dot(self.velocity)
var down_dot = Vector2.DOWN.dot(self.velocity)
var max_dot = maxf(left_dot, maxf(right_dot, maxf(up_dot, down_dot)))
match max_dot:
left_dot: animation_player.play("MoveLeft")
right_dot: animation_player.play("MoveRight")
up_dot: animation_player.play("MoveUp")
down_dot: animation_player.play("MoveDown")
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pass