150 lines
4.6 KiB
GDScript
150 lines
4.6 KiB
GDScript
class_name Player extends CharacterBody2D
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signal pushSignal(body,direction)
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signal shootSignal(markerPosition, speed)
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_bullet_spawn: Marker2D = $RightBulletSpawn
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@onready var left_bullet_spawn: Marker2D = $LeftBulletSpawn
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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var pushRightEnabled = false
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var pushLeftEnabled = false
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var pushTarget
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var pushTimer = 0
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const SPEED = 400.0
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const JUMP_VELOCITY = -500.0
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enum FaceDirection {RIGHT,LEFT}
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var facing:FaceDirection = FaceDirection.RIGHT
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enum PlayerStates {IDLE, RUNNING, JUMPING, FALLING, CHARGING, SHOVING}
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var current_player_state:PlayerStates = PlayerStates.IDLE
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var upJump:bool = false
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func _physics_process(delta: float) -> void:
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handle_input()
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handle_movement(delta)
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handle_states()
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handle_animation()
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move_and_slide()
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handle_collisions()
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func handle_input() -> void:
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# Handle jump.
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if Input.is_action_just_pressed("ui_up") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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current_player_state = PlayerStates.JUMPING
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upJump = true
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# Handle shove
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if Input.is_action_just_pressed("shove"):
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print("Shove pressed")
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if pushRightEnabled and facing == FaceDirection.RIGHT:
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current_player_state = PlayerStates.CHARGING
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pushTimer = Time.get_ticks_msec()
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if pushLeftEnabled and facing == FaceDirection.LEFT:
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current_player_state = PlayerStates.CHARGING
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pushTimer = Time.get_ticks_msec()
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if Input.is_action_just_released("shove"):
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var pushForce = Time.get_ticks_msec() - pushTimer
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if pushForce > 4000:
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pushForce = 4000
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if pushRightEnabled and facing == FaceDirection.RIGHT:
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pushSignal.emit(pushTarget, Vector2(1,0) * 100 * (pushForce/100))
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current_player_state = PlayerStates.SHOVING
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if pushLeftEnabled and facing == FaceDirection.LEFT:
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pushSignal.emit(pushTarget, Vector2(-1,0) * 100 * (pushForce/100))
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current_player_state = PlayerStates.SHOVING
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# Handle shoot
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if Input.is_action_just_pressed("shoot"):
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print("Shoot pressed")
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match facing:
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FaceDirection.RIGHT:
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shootSignal.emit(right_bullet_spawn.global_transform, 800)
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FaceDirection.LEFT:
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shootSignal.emit(left_bullet_spawn.global_transform, -800)
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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if direction > 0:
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facing = FaceDirection.RIGHT
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player_graphic.flip_h = false
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else:
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facing = FaceDirection.LEFT
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player_graphic.flip_h = true
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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func handle_movement(delta) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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func handle_collisions() -> void:
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# Collision detection needs to happen AFTER move_and_slide calculation
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if right_cast.is_colliding():
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print("Right raycast collision")
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var collider = right_cast.get_collider()
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if collider is Node:
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pushRightEnabled = true
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pushTarget = collider
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else:
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pushRightEnabled = false
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if left_cast.is_colliding():
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print("Left raycast collision")
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var collider = left_cast.get_collider()
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if collider is Node:
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pushLeftEnabled = true
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pushTarget = collider
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else:
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pushLeftEnabled = false
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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#c.get_collider().apply_central_impulse(-c.get_normal() * 100)
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pushSignal.emit(c.get_collider(),-c.get_normal() * 100)
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func handle_states() -> void:
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match current_player_state:
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PlayerStates.IDLE when velocity.x != 0:
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current_player_state = PlayerStates.RUNNING
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PlayerStates.RUNNING when velocity.x == 0:
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current_player_state = PlayerStates.IDLE
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PlayerStates.JUMPING when velocity.y > 0:
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current_player_state = PlayerStates.FALLING
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PlayerStates.FALLING when is_on_floor():
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if velocity.x == 0:
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current_player_state = PlayerStates.IDLE
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else:
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current_player_state = PlayerStates.RUNNING
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func handle_animation() -> void:
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match current_player_state:
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PlayerStates.RUNNING:
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player_graphic.play("run")
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PlayerStates.IDLE:
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player_graphic.play("idle")
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PlayerStates.JUMPING:
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if upJump:
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player_graphic.play("jump")
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PlayerStates.FALLING:
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player_graphic.play("fall")
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PlayerStates.CHARGING:
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player_graphic.play("charge")
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PlayerStates.SHOVING:
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player_graphic.play("shove")
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func _on_animation_finished() -> void:
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match current_player_state:
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PlayerStates.JUMPING:
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upJump = false
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PlayerStates.SHOVING:
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current_player_state = PlayerStates.IDLE
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