jumps not replenishing when on tilemap

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:bust_in_silhouette: Asked By PopSquip

i am making a 2d fighting game and the movement code isnt replenishing jumps when the player touches the tilemap my code is below:

extends KinematicBody2D

const GRAVITY = 10 # in pixels
const JUMP = 250 # start speed px/s
const SPEED = 200 # px/s

var velocity = Vector2.ZERO # (0,0)
var jump_cooldown_time = 1000
var next_jump_time = 0
func _ready():
	pass
	
func _on_Timer_timeout():
	print(str($Timer.wait_time) + " second(s) finished")
	
func _physics_process(delta):
	
	# if no keyboard input for left/right then x speed is 0
	velocity.x = 0 
	if(Input.is_action_pressed("right")):
		velocity.x = SPEED
	elif(Input.is_action_pressed("left")):
		velocity.x = -SPEED
	
	velocity.y += GRAVITY
	
	if (Input.is_action_just_pressed("jump")):
		# Check if player can jump
		var now = OS.get_ticks_msec()
		if now >= next_jump_time:
			velocity.y -= 250
			#add cooldown time for jump
			next_jump_time = now + jump_cooldown_time
		
	velocity = move_and_slide(velocity)

how do i fix this?

I don’t see any code relating to touching a tilemap or touching anything.

exuin | 2021-09-10 18:41

is there a way i can make it work?

PopSquip | 2021-09-11 03:18