extends KinematicBody2D class_name Player const PhysicsConst = preload("res://src/Utilities/Physic/PhysicsConst.gd") const FLOOR_NORMAL := Vector2.UP var stomp_feedback := 1000.0 var inair_velocity := 21 var wallslide_threshold := 1000 var base_floor_friction := 0.5 var floor_friction := base_floor_friction var max_velocity := { "walk": 120, "run": 160, "fall": 420, "walljump": 200, "idle": 12000, "duck": 160 } var velocity_jump_boost_ratio := 10 # This is added to the acceleration force initially var init_acceleration_force := { "": 0, "idle_walk": 4181, "idle_run": 5765, "walk_run": 1000 } # Oriented around deltas of 0.0166666...s # newtonmeters is the unit var acceleration_force := { "walk": Vector2(1800, 1233), "idle": Vector2(1800, 1233), "duck": Vector2(500, 1400), "run": Vector2(2500, 1290), "walljump": Vector2(600, 1050), "air_strafe": Vector2(333, 2000) } # Gravity as m/s^2 var _gravity: float = PhysicsConst.gravity # Mass of Blobby # Kilograms var mass := 6.5 var velocity := Vector2.ZERO var air_strafe_charges := 1