extends Sprite2D @onready var player = $"../" @onready var wallSlidingParticles = $"WallslidingParticles" func spin(veloc, delta): var vertSpinMult = abs(veloc.y) * clamp(veloc.x, -1, 1) / 1.5 var spinFactor = (veloc.x + vertSpinMult) / 30 if player.direction: rotation = lerp(rotation, rotation + (spinFactor), delta) else: rotation = lerp(rotation, snappedf(rotation, PI / 2), delta * 10) var landed = 0 func _process(delta): var velocity = player.velocity var floored = player.is_on_floor() if player.is_on_wall_only() and velocity.y > 0: wallSlidingParticles.emitting = true wallSlidingParticles.global_position = player.position + (player.get_wall_normal() * -8) wallSlidingParticles.global_rotation = player.get_wall_normal().x * deg_to_rad(45) else: wallSlidingParticles.emitting = false if not floored: spin(velocity, delta) landed = velocity.y scale = Vector2.ONE if player.is_on_wall(): rotation = lerp(rotation, deg_to_rad(30) * player.get_wall_normal().x + snappedf(rotation, PI / 2), delta * 15) else: var floorRot = player.get_floor_normal().angle() + (PI / 2) if abs(rotation - floorRot) > 0.9: rotation = floorRot rotation = lerp(rotation, floorRot, delta * 10) if landed: rotation = 0 scale.y = 1 - (landed / 800) scale.x = 1 + (landed / 800) landed = 0 scale.y = lerp(scale.y, 1.0, delta * 7) scale.x = lerp(scale.x, 1.0, delta * 7) scale.y = clamp(scale.y, 0.1, INF) scale.x = clamp(scale.x, 0.1, INF) offset.y = (8 * pow(scale.y, -1) - 8) offset.x = 0