PlatformerController2D
A 2D platformer class for godot.
Changelog
Version 2.0.2
-
Fixed bug where falling off a cliff would give an extra jump
-
Fixed bug where setting coyote_time or jump_buffer to 0 would raise an error
-
Added ground_jump and double_jump functions
-
Added separate functions for starting the jump_buffer or coyote timers and checking if they are running
Version 2.0.1
- Removed the .godot and .import folders from the repository
Version 2.0
-
Updated to Godot 4.0
- Removed set and get functions in favour of properties
-
Can now have negative jump height, which will reverse gravity
-
Gravity is now positive when pointing down, and negative when pointing up
-
Added 'jumped' and 'hit_ground' signals
-
Split the large
_physics_process
function into multiple functions
Version 1.0.1
- Updated to Godot 3.4
- Fixed division by zero error when changing min jump height
- Other minor fixes
Installation
- Add platformer_controller.gd to your project
- Type
extends PlatformerController2D
to the top of your script - Add these input mappings in your project settings (or you can change the input variables in the inspector)
- "move_left"
- "move_right"
- "jump"
Features
- Double jump
- Coyote time
- Jump buffer
- Hold jump to go higher
- Defining jump height and duration (as opposed to setting gravity and jump velocity)
- Assymetrical jumps (falling faster than rising)
Customization / Export variables
Here are the values that you can change in the inspector:
max_jump_height
The max jump height in pixels. You reach this when you hold down jump.
Min Jump Height
The minimum jump height (tapping jump).
Double Jump Height
The height of your jump in the air (i.e. double jump, triple jump etc.).
Jump Duration
How long it takes to get to the peak of the jump (in seconds).
Falling Gravity Multiplier
Multiplies the gravity by this while falling.
Max Jump Amount
How many times you can jump before hitting the ground. Set this to 2 for a double jump.
Max Acceleration
How much you accelerate when you hold left or right (in pixels/sec^2).
Friction
The higher this number, the more friction is on your character.
Can Hold Jump
If this is off, you have to press jump down every time you land. If its on you can keep it held.
Coyote Time
You can still jump this many seconds after falling off a ledge.
Jump Buffer
Pressing jump this many seconds before hitting the ground will still make you jump.
Note: This is only needed when can_hold_jump is off.
Input Variables
input_left
input_right
input_jump
Set these to the names of your actions in the Input Map