aprilGame/scripts/player_guy.gd

122 lines
3.5 KiB
GDScript

class_name Player extends CharacterBody2D
const SPEED =200.0
const JUMP_VELOCITY = -500.0
var direction
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum player_state{IDLE,RUNNING,JUMPING,FALLING}
var current_player_state:player_state = player_state.IDLE
var upJump:bool = false
@onready var player_graphic: AnimatedSprite2D = $"player graphic"
@onready var rightspawn: Marker2D = $rightspawn
@onready var leftspawn: Marker2D = $leftspawn
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
var pushTarget
var pushEnabled:bool=false
func _ready() -> void:
print(right_cast)
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
handle_state()
handle_animation()
move_and_slide()
handle_collisions()
func handle_input()->void:
if Input.is_action_just_pressed("chuck"):
print("chuck grenade")
%SceneManager.makeGrenade(rightspawn.global_transform, 1)
if Input.is_action_just_pressed("ui_accept"):
velocity.y = JUMP_VELOCITY
if Input.is_action_just_pressed("magic push") and pushEnabled:
print("I want to shove")
var shoveDirection:int
match facing:
FaceDirection.RIGHT:
shoveDirection = 1
FaceDirection.LEFT:
shoveDirection = -1
pushTarget.apply_central_impulse(Vector2(shoveDirection,0)*700)
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
upJump = true
current_player_state = player_state.JUMPING
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
direction = Input.get_axis("ui_left", "ui_right")
if direction<0:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
if direction>0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
func handle_movement(delta)->void:
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func handle_collisions()->void:
if right_cast.is_colliding() && facing==FaceDirection.RIGHT and right_cast.get_collider() is RigidBody2D:
var collider = right_cast.get_collider()
if collider is Node && collider is RigidBody2D:
pushTarget = collider
pushEnabled = true
if left_cast.is_colliding() && facing==FaceDirection.LEFT:
var collider = left_cast.get_collider()
if collider is Node && collider is RigidBody2D:
pushTarget = collider
pushEnabled = true
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
#deliver the impact
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
func handle_state()->void:
match current_player_state:
player_state.IDLE when velocity.x !=0:
print("runnnnnn")
current_player_state = player_state.RUNNING
player_state.RUNNING when velocity.x ==0:
current_player_state = player_state.IDLE
player_state.JUMPING when velocity.y >0:
current_player_state = player_state.FALLING
player_state.FALLING when is_on_floor():
current_player_state = player_state.IDLE
func handle_animation()->void:
match current_player_state:
player_state.IDLE:
player_graphic.play("idle")
player_state.RUNNING:
player_graphic.play("run")
player_state.JUMPING:
if upJump:
player_graphic.play("jump")
player_state.FALLING:
player_graphic.play("fall")
func _on_animation_finished() -> void:
match current_player_state:
player_state.JUMPING:
upJump = false