GodotGameWorkshop/Scripts/player.gd
doctorbatmanwho-creator 0f7889adfb Implement skeleton combat and memory piece progression
- Created Skeleton enemy scene with idle, walk, attack, hurt, and death animations
- Added player detection and enemy pursuit AI
- Implemented skeleton attack system and player damage
- Added player punch attack for adult character
- Implemented enemy damage and health system
- Added skeleton death handling
- Connected MemoryPiece spawning to defeated skeletons
- Added configurable memory piece textures and wardrobe assignments
- Implemented memory piece collection and return-to-graveyard workflow
- Added interact action to Input Map
- Continued development of Wardrobe 1 combat encounter
- Fixed multiple collision, hitbox, and animation issues
2026-06-15 14:05:40 -04:00

302 lines
8.1 KiB
GDScript

class_name Player extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Node2D = $RightSpawn
@onready var left_spawn: Node2D = $LeftSpawn
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
@onready var camera: Camera2D = $Camera2D
@onready var child_graphic: AnimatedSprite2D = $ChildGraphic
@onready var punch_hitbox: Area2D = $PunchHitbox
var using_child_form := false
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum State{IDLE, RUN, JUMP, FALLING, HURT, DEATH, PUNCH}
var current_state:State = State.IDLE
var pushTarget
var pushEnabled = false
var direction
var upJump = false
var gravity := ProjectSettings.get_setting("physics/2d/default_gravity") as float
var can_mount_stairs := false
var is_on_stairs := false
var stairs_z_above := 0 # filled by stairs trigger
var stairs_z_below := -1 # filled by stairs trigger
var stairs_node: Node = null
signal deathAnimationCompleteSignal
func _physics_process(delta: float) -> void:
#game loop
handle_input()
#calculate the movement
# --- STAIRS OPT-IN LOGIC ---
if can_mount_stairs and not is_on_stairs:
if Input.is_action_just_pressed("ui_up"):
print("Player: ui_up pressed")
if Input.is_action_just_pressed("ui_down"):
print("Player: ui_down pressed")
if Input.is_action_just_pressed("ui_up") or Input.is_action_just_pressed("ui_down"):
print("Player: START stairs mode requested")
_start_stairs_mode()
# ---------------------------
handle_movement(delta)
#change states
update_states()
#play animations
update_animation()
#collision with objects, raycasts
# Gravity
if not is_on_floor():
velocity.y += gravity * delta
move_and_slide()
handle_collisions()
func update_states():
match current_state:
#idle when movement in x
State.IDLE when velocity.x !=0:
current_state = State.RUN
State.RUN:
if velocity.x ==0:
current_state = State.IDLE
#jumping when reaching apex
State.JUMP when velocity.y > 0:
current_state = State.FALLING
State.FALLING when is_on_floor():
if velocity.x == 0:
current_state = State.IDLE
else:
current_state = State.RUN
func get_active_graphic() -> AnimatedSprite2D:
if using_child_form:
return child_graphic
return player_graphic
func update_animation():
var graphic = get_active_graphic()
match current_state:
State.IDLE:
graphic.play("idle")
State.RUN:
graphic.play("run")
State.JUMP:
if upJump:
graphic.play("jump")
State.FALLING:
graphic.play("falling")
State.HURT:
graphic.play("hurt")
State.DEATH:
graphic.play("death")
State.PUNCH:
graphic.play("punch")
func handle_movement(_delta):
if direction:
velocity.x = direction * SPEED
if direction <0:
facing = FaceDirection.LEFT
get_active_graphic().flip_h = true
if direction >0:
facing = FaceDirection.RIGHT
get_active_graphic().flip_h = false
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if current_state == State.PUNCH:
velocity.x = 0
return
func handle_input():
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_state = State.JUMP
upJump = true
if Input.is_action_just_pressed("attack"):
print("ATTACK PRESSED")
current_state = State.PUNCH
_do_punch_damage()
if Input.is_action_just_pressed("shove") && pushEnabled:
print("shove pressed")
if facing == FaceDirection.RIGHT:
pushTarget.apply_central_impulse(Vector2(1,0)*700)
pushEnabled = false
if facing == FaceDirection.LEFT:
pushTarget.apply_central_impulse(Vector2(-1,0)*700)
pushEnabled = false
if Input.is_action_just_pressed("shoot"):
print("shoot a bullet")
if facing == FaceDirection.RIGHT:
%SceneManager.makeBullet(right_spawn.global_transform, 700)
if facing == FaceDirection.LEFT:
%SceneManager.makeBullet(left_spawn.global_transform, -700)
# Get the input direction and handle the movement/deceleration.
direction = Input.get_axis("ui_left", "ui_right")
func handle_collisions():
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
if right_cast.is_colliding() && facing==FaceDirection.RIGHT:
#get the thing I am colliding with
var collider = right_cast.get_collider()
if collider is Node && collider is RigidBody2D:
print("I can shove this to the right")
pushTarget = collider
pushEnabled = true
if not right_cast.is_colliding() && not left_cast.is_colliding():
pushEnabled = false
if left_cast.is_colliding() && facing==FaceDirection.LEFT:
var collider = left_cast.get_collider()
if collider is Node && collider is RigidBody2D:
print("I can shove this to the left")
pushTarget = collider
pushEnabled = true
if not left_cast.is_colliding() && not right_cast.is_colliding():
pushEnabled = false
const STAIRS_LAYER := 3 # correct layer number for "stairs"
func _ready() -> void:
_set_stair_collision(false)
floor_max_angle = deg_to_rad(60)
punch_hitbox.monitoring = false
func set_camera_limits(left: int, top: int, right: int, bottom: int) -> void:
camera.limit_left = left
camera.limit_top = top
camera.limit_right = right
camera.limit_bottom = bottom
print("Camera limits set:")
print("Left: ", left)
print("Top: ", top)
print("Right: ", right)
print("Bottom: ", bottom)
func _set_stair_collision(enabled: bool) -> void:
print("[Player] set stair collision to:", enabled)
set_collision_mask_value(STAIRS_LAYER, enabled)
func _start_stairs_mode() -> void:
print("[Player] _start_stairs_mode")
is_on_stairs = true
_set_stair_collision(true)
# When "on" the stairs, draw above (or tune based on your art)
if stairs_node and stairs_node.has_method("get_above_z_index"):
z_index = stairs_node.get_above_z_index()
else:
z_index = 5 # fallback
func _end_stairs_mode() -> void:
print("[Player] _end_stairs_mode")
is_on_stairs = false
_set_stair_collision(false)
# When not on stairs, draw behind (to appear "behind" stair art if overlapping)
if stairs_node and stairs_node.has_method("get_below_z_index"):
z_index = stairs_node.get_below_z_index()
else:
z_index = 0 # fallback
stairs_node = null
# Called by the stairs trigger via signals:
func on_stairs_trigger_enter(stairs: Node, above_z: int, below_z: int) -> void:
print("[Player] on_stairs_trigger_enter from:", stairs.name)
can_mount_stairs = true
stairs_node = stairs
stairs_z_above = above_z
stairs_z_below = below_z
# By default when *not* mounted, draw behind:
z_index = below_z
func on_stairs_trigger_exit(stairs: Node) -> void:
print("[Player] on_stairs_trigger_exit from:", stairs.name)
if stairs_node == stairs:
can_mount_stairs = false
func on_stairs_top_reached(stairs: Node) -> void:
print("[Player] on_stairs_top_reached from:", stairs.name)
if stairs_node == stairs and is_on_stairs:
_end_stairs_mode()
func _do_punch_damage() -> void:
print("Punch damage started")
punch_hitbox.monitoring = true
await get_tree().physics_frame
var bodies = punch_hitbox.get_overlapping_bodies()
print("Punch overlaps: ", bodies.size())
for body in bodies:
print("Punch hit: ", body.name)
if body.has_method("take_damage"):
body.take_damage(1)
await get_tree().create_timer(0.1).timeout
punch_hitbox.monitoring = false
func _on_animation_finished() -> void:
match current_state:
State.JUMP:
upJump = false
State.HURT:
current_state = State.IDLE
State.DEATH:
deathAnimationCompleteSignal.emit()
State.PUNCH:
current_state = State.IDLE
func become_child() -> void:
using_child_form = true
player_graphic.visible = false
child_graphic.visible = true
print("Player switched to CHILD form")
func become_adult() -> void:
using_child_form = false
player_graphic.visible = true
child_graphic.visible = false
print("Player switched to ADULT form")
func playerTakesDamage(health):
print("Player sees remaining health "+str(health))
current_state = State.HURT
func playerDies():
print("Player sees they died.")
current_state = State.DEATH