JulyGame/scripts/player.gd

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GDScript3
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class_name Player extends CharacterBody2D
@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 jump_buffer_timer: Timer = $jumpBufferTimer
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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const SPEED = 300
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const JUMP_VELOCITY = -400.0
@export var acceleration:int = 5
var upJump:bool = false
var direction
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum State{IDLE,RUN,JUMP,FALLING}
var current_state:State = State.IDLE
var pushTarget
var pushEnabled := false
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func _physics_process(delta:float) -> void:
# Add the gravity.
handle_input()
handle_movement(delta)
handle_states()
handle_animation()
move_and_slide()
handle_collisions()
func handle_states() -> void:
match current_state:
State.IDLE when velocity.x !=0:
current_state = State.RUN
State.RUN:
if velocity.x == 0:
current_state = State.IDLE
if not is_on_floor() && 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
State.JUMP when velocity.y >0:
current_state = State.FALLING
func handle_animation() -> void:
match current_state:
State.IDLE:
player_graphic.play("idle")
State.RUN:
player_graphic.play("run")
State.FALLING:
player_graphic.play("fall")
State.JUMP:
if upJump:
player_graphic.play("jump")
func handle_movement(delta:float) -> void:
if direction == 0:
#not moving
velocity.x = move_toward(velocity.x,0, acceleration)
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else:
velocity.x = move_toward(velocity.x,SPEED * direction, acceleration)
if not is_on_floor():
velocity += get_gravity() * delta
if is_on_floor() && jump_buffer_timer.time_left >0:
velocity.y = JUMP_VELOCITY
jump_buffer_timer.stop()
current_state = State.JUMP
upJump = true
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func handle_input():
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
#velocity.y = JUMP_VELOCITY
jump_buffer_timer.start()
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
if Input.is_action_just_pressed("shove") && pushEnabled:
var shoveDirection:int
match facing:
FaceDirection.RIGHT:
#this is where tabbing does'nt work
shoveDirection = 1
FaceDirection.LEFT:
shoveDirection = -1
pushTarget.apply_central_impulse(Vector2(shoveDirection,0)*700)
if Input.is_action_just_pressed("shoot"):
match facing:
FaceDirection.RIGHT:
%SceneManager.makeBullet(right_spawn.global_transform,700)
FaceDirection.LEFT:
%SceneManager.makeBullet(left_spawn.global_transform,-700)
func handle_collisions():
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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)
# i?
if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
var collider = right_cast.get_collider()
if collider is Node && collider is RigidBody2D && collider.is_in_group("pushables"):
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 && collider.is_in_group("pushables"):
pushTarget = collider
pushEnabled = true
if not right_cast.is_colliding() && not left_cast.is_colliding():
pushEnabled = false
func _on_animation_finished() -> void:
match current_state:
State.JUMP:
upJump = false