0 votes

extends KinematicBody2D

const speed = 200
const jump_power = -250
export (int) var gravity = 100
const FLOOR = Vector2(0, -1)

var velocity = Vector2()

var on_ground = false

func physicsprocess(delta):

if Input.is_action_pressed("kanan"):
    velocity.x = speed
elif Input.is_action_pressed("kiri"):
    velocity.x = -speed
else:
    velocity.x = 0

if Input.is_action_pressed("lompat"):
    if on_ground == true:
        velocity.y = jump_power
        on_ground = false
else:
    velocity.y = 0

velocity.y += gravity

if is_on_floor():
    on_ground = true
else:
    on_ground = false

velocity = move_and_slide(velocity, FLOOR)
Godot version godot engine 3.3.4
in Engine by (12 points)

Instead of setting the velocity, add/subtract to the velocity vector.

+= or -=

It will change your numbers around, but that should work better

1 Answer

0 votes

A simple awnser would be to change gravity to a higher number. dont know if thar is what you are asking. What i can see in your code, is that if you are not pressing "lompat" (what is lompat haha), then in every frame your velocity.y is set to 0. So even though you are adding the gravity every frame, you are also seeting it to cero.

by (450 points)
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