forked from OddlyTimbot/Sept26Game
week6 player enemy damage death cycle
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+18
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@@ -11,10 +11,11 @@ class_name Player extends CharacterBody2D
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var direction
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signal bulletSignal(pos, speed)
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signal deathCompleteSignal
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enum FaceDirection {LEFT,RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING}
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enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING, HURT, DEAD}
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var current_player_state:PlayerStates = PlayerStates.IDLE
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var upJump:bool = false
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@@ -31,8 +32,8 @@ func _physics_process(delta: float) -> 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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handle_input()
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if not current_player_state == PlayerStates.DEAD:
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handle_input()
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handle_movement()
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handle_states()
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handle_animations()
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@@ -40,7 +41,11 @@ func _physics_process(delta: float) -> void:
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handle_collisions()
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func takeDamage()->void:
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current_player_state = PlayerStates.HURT
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func kill()->void:
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current_player_state = PlayerStates.DEAD
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func handle_input()->void:
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# Handle shoot
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if Input.is_action_just_pressed("shoot"):
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@@ -91,7 +96,6 @@ func handle_collisions()->void:
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c.get_collider().apply_central_impulse(-c.get_normal() * bump_power )
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if right_cast.is_colliding():
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print("Something on my right")
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#get the thing I can shove
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var collider = right_cast.get_collider()
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if collider is RigidBody2D:
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@@ -101,7 +105,6 @@ func handle_collisions()->void:
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pushRightEnabled = false
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if left_cast.is_colliding():
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print("Something on my left")
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var collider = left_cast.get_collider()
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if collider is RigidBody2D:
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pushLeftEnabled = true
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@@ -133,9 +136,18 @@ func handle_animations()->void:
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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.HURT:
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player_graphic.play("hurt")
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PlayerStates.DEAD:
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player_graphic.play("death")
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func _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.HURT:
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current_player_state = PlayerStates.IDLE
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PlayerStates.DEAD:
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#death animation complete
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deathCompleteSignal.emit()
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