How do jump in 2D

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:bust_in_silhouette: Asked By Benrtin999

I’m making an top down RPG that requires jumping. I haven’t used anything in 3D yet and would rather start this project in 2D. It’s like Mario & Luigi but as a Fawful inspired character. How could I replicate this? I am trying to use a system that you use with Node that operates with all objects with the group “Altitude”, It is supposed to jump and at some point pass collision. I am at least looking for operation and fixes in my errors. Let me show you pictures and my code.

https://www.linkpicture.com/view.php?img=LPic6139cd675ca3f1735302768

extends Node

onready var offgrnd = false

onready var altitude = 0

var node = get_tree().get_root().get_nodes_in_group(“Altitude”)

#var sort = get_tree().get_root().get_nodes_in_group(“Sort”).add_child(high)

#onready var high = node.position.y * 0

func _process(delta):
print(altitude)
#high.position = Vector2(node.position.x, node.position.y)

if node.offgrnd == true:
	altitude = node.y * 0
	if node.y > altitude + 16:
		node.z_index = 1
	elif node.y > altitude + 32:
		node.z_index = 2
	elif node.y > altitude + 48:
		node.z_index = 3
	elif node.y > altitude + 64:
		node.z_index = 4
	elif node.y > altitude + 80:
		node.z_index = 5
	elif node.y > altitude + 96:
		node.z_index = 6
	elif node.y > altitude + 112:
		node.z_index = 7
	elif node.y > altitude + 128:
		node.z_index = 8
	elif node.y > altitude + 144:
		node.z_index = 9
	elif node.y > altitude + 160:
		node.z_index = 10
	elif node.y > altitude + 176:
		node.z_index = 11
	elif node.y > altitude + 192:
		node.z_index = 12
	elif node.y > altitude + 208:
		node.z_index = 13
	elif node.y > altitude + 224:
		node.z_index = 14
	elif node.y > altitude + 240:
		node.z_index = 15
	elif node.y > altitude + 256:
		node.z_index = 16
	elif node.y > altitude + 272:
		node.z_index = 17
	elif node.y > altitude + 288:
		node.z_index = 18
	elif node.y > altitude + 304:
		node.z_index = 19
	elif node.y > altitude + 336:
		node.z_index = 20
	elif node.y > altitude + 320:
		node.z_index = 21
	elif node.y > altitude + 352:
		node.z_index = 22
	elif node.y > altitude + 368:
		node.z_index = 23
	elif node.y > altitude + 384:
		node.z_index = 24
	elif node.y > altitude + 400:
		node.z_index = 25
	elif node.y > altitude + 416:
		node.z_index = 26
	elif node.y > altitude + 432:
		node.z_index = 27
	elif node.y > altitude + 448:
		node.z_index = 28
	elif node.y > altitude + 464:
		node.z_index = 29
	elif node.y > altitude + 480:
		node.z_index = 30
	elif node.y > altitude + 496:
		node.z_index = 31
	elif node.y > altitude + 512:
		node.z_index = 32
	elif node.y > altitude + 528:
		node.z_index = 33
	elif node.y > altitude + 544:
		node.z_index = 34
	elif node.y > altitude + 560:
		node.z_index = 35
	elif node.y > altitude + 576:
		node.z_index = 36
	elif node.y > altitude + 592:
		node.z_index = 37
	elif node.y > altitude + 608:
		node.z_index = 38
	elif node.y > altitude + 624:
		node.z_index = 39
	elif node.y > altitude + 640:
		node.z_index = 40
else:
	null