146 lines
3.7 KiB
GDScript
146 lines
3.7 KiB
GDScript
class_name Player extends CharacterBody2D
|
|
|
|
@onready var left_cast: RayCast2D = $"Left Cast"
|
|
@onready var right_cast: RayCast2D = $"Right Cast"
|
|
@onready var left_spawn: Node2D = $LeftSpawn
|
|
@onready var right_spawn: Node2D = $RightSpawn
|
|
@onready var jump_buffer_timer = $JumpBufferTimer
|
|
@onready var playergraphic = $playergraphic
|
|
|
|
|
|
|
|
const SPEED = 300.0
|
|
const JUMP_VELOCITY = -400.0
|
|
var acceleration:int = 20
|
|
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
|
|
|
|
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
|
|
# player steps off ledge
|
|
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:
|
|
playergraphic.play("idle")
|
|
State.RUN:
|
|
playergraphic.play("run")
|
|
State.FALLING:
|
|
playergraphic.play("fall")
|
|
State.JUMP:
|
|
if upJump:
|
|
playergraphic.play("jump")
|
|
|
|
|
|
func handle_movement(delta:float) -> void:
|
|
if direction == 0:
|
|
#not moving
|
|
velocity.x = move_toward(velocity.x,0, acceleration)
|
|
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
|
|
|
|
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
|
|
playergraphic.flip_h = true
|
|
if direction > 0:
|
|
facing = FaceDirection.RIGHT
|
|
playergraphic.flip_h = false
|
|
if Input.is_action_just_pressed("shove") && pushEnabled:
|
|
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("shoot"):
|
|
print("Ima shoot")
|
|
match facing:
|
|
FaceDirection.RIGHT:
|
|
print("shoot to right")
|
|
%SceneManager.makeBullet(right_spawn.global_transform, 700)
|
|
FaceDirection.LEFT:
|
|
%SceneManager.makeBullet(left_spawn.global_transform, -700)
|
|
|
|
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:
|
|
print("RC is colliding")
|
|
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:
|
|
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
|