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using Godot;
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using System;
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using System.Diagnostics;
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public partial class PlayerPhysicsController : CharacterBody2D {
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[Export]
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public float FloatingMovePenalty { get; set; } = 0.1f;
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[Export]
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public float FloatingJumpPenalty { get; set; } = 0.1f;
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[Export]
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public float JumpStrengthDecay { get; set; } = 2;
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[Export]
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public float MovementDecay { get; set; } = 2;
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[Export]
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public float MovementScale { get; set; } = 10;
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[Export]
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public float JumpScale { get; set; } = 12;
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[Export]
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public Label DebugTextLabel { get; set; }
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[Export]
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public float Gravity { get; set; } = 9.8f;
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private float _timeInFlight = 0;
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public override void _PhysicsProcess(double delta) {
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var xAxis = Input.GetAxis("move_left", "move_right") * MovementScale;
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var yAxis = Input.GetAxis("look_up", "look_down");
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var jumpStrength = -Input.GetActionStrength("jump") * JumpScale;
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var grounded = this.IsOnFloor();
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if (!grounded) {
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xAxis *= FloatingMovePenalty;
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jumpStrength *= FloatingJumpPenalty;
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}
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if (grounded && jumpStrength < 0)
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_timeInFlight = 0;
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jumpStrength *= Mathf.Exp(-JumpStrengthDecay * _timeInFlight);
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xAxis *= Mathf.Exp(-MovementDecay * Mathf.Abs(Velocity.X));
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var moveVector = new Vector2(xAxis, Gravity + jumpStrength);
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DebugTextLabel.Text = $"grounded: {grounded}\nmv: {moveVector}\njumpStrength: {jumpStrength}\ntimeInFlight: {_timeInFlight}";
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Velocity += moveVector;
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MoveAndSlide();
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if (!grounded)
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_timeInFlight += (float)delta;
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base._Process(delta);
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}
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}
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