save gravity to object to reduce stack usage

This commit is contained in:
Chris Cromer 2022-11-21 00:42:25 -03:00
parent 30b31d55e0
commit a567b0c3a3

View File

@ -5,15 +5,17 @@ using System.Collections.Generic;
public class Player : KinematicBody2D public class Player : KinematicBody2D
{ {
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private bool _isInvincible { get; set; } = false; private bool _isInvincible = false;
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private bool _canDoubleJump { get; set; } = true; private bool _canDoubleJump = true;
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private bool _cayoteTime { get; set; } = true; private bool _cayoteTime = true;
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private int _maxWalkSpeed { get; set; } = 50; private int _maxWalkSpeed = 50;
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private int _maxRunSpeed { get; set; } = 150; private int _maxRunSpeed = 150;
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private int _gravity = (int) ProjectSettings.GetSetting("physics/2d/default_gravity");
private Event _eventBus; private Event _eventBus;
private Vector2 _velocity; private Vector2 _velocity;
private AnimatedSprite _sprite; private AnimatedSprite _sprite;
@ -101,7 +103,7 @@ public class Player : KinematicBody2D
private void ApplyGravity(float delta) private void ApplyGravity(float delta)
{ {
_velocity.y += (int) ProjectSettings.GetSetting("physics/2d/default_gravity") * delta * 5; _velocity.y += (int) _gravity * delta * 5;
} }
private void EnterState(State state) private void EnterState(State state)