player state
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5fb367e082
commit
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@ -1,9 +1,182 @@
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}],
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"loop": false,
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"name": &"falling",
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}],
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"loop": false,
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"name": &"jumping",
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}],
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"loop": true,
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"name": &"running",
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"speed": 12.0
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}]
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[node name="Player" type="CharacterBody2D" unique_id=2145223914]
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scale = Vector2(1.4799998, 1.4799998)
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script = ExtResource("1_3vyb7")
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@ -24,3 +197,12 @@ position = Vector2(12.837839, -8.1081085)
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[node name="LeftSpawn" type="Marker2D" parent="." unique_id=374152113]
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position = Vector2(-12.837839, -8.108109)
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[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=1317034627]
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texture_filter = 1
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position = Vector2(0, -6.081082)
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sprite_frames = SubResource("SpriteFrames_pf23h")
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animation = &"falling"
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autoplay = "idle"
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[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]
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@ -6,6 +6,7 @@ signal fireSignal(markerPosition, direction, speed)
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_spawn: Marker2D = $RightSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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var pushRightEnabled = false
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var pushLeftEnabled = false
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@ -17,15 +18,28 @@ const JUMP_VELOCITY = -400.0
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enum FaceDirection {RIGHT,LEFT}
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var facing:FaceDirection = FaceDirection.RIGHT
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#State Handling
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enum PlayerState {IDLE, RUNNING, JUMPING, FALLING}
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var current_player_state:PlayerState = PlayerState.IDLE
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var upJump:bool = false
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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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handle_movement(delta)
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#States and Animation
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handle_update_states()
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handle_update_animation()
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move_and_slide()
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handle_collisions()
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func handle_input()->void:
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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current_player_state = PlayerState.JUMPING
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upJump = true
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# Handle shove.
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if Input.is_action_just_pressed("shove"):
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print("I want to shove")
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@ -47,7 +61,7 @@ func _physics_process(delta: float) -> void:
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FaceDirection.RIGHT:
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shootSignal.emit(right_spawn.global_transform, 800)
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FaceDirection.LEFT:
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shootSignal.emit(left_spawn.global_transform, 800)
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shootSignal.emit(left_spawn.global_transform, -800)
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#Handle fire rocket
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if Input.is_action_just_pressed("fire"):
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print("Ima fire rocket")
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@ -63,12 +77,17 @@ func _physics_process(delta: float) -> void:
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velocity.x = direction * SPEED
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if direction >0:
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facing = FaceDirection.RIGHT
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player_graphic.flip_h = false
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else:
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facing = FaceDirection.LEFT
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player_graphic.flip_h = true
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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func handle_movement(delta)->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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func handle_collisions()->void:
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if right_cast.is_colliding():
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print("Right raycast collision")
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var collider = right_cast.get_collider()
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@ -94,3 +113,36 @@ func _physics_process(delta: float) -> void:
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if c.get_collider() is RigidBody2D:
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#c.get_collider().apply_central_impulse(-c.get_normal() * 100)
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pushSignal.emit(c.get_collider(), -c.get_normal() * 100)
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#New functions for state handling
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func handle_update_states()->void:
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match current_player_state:
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PlayerState.IDLE when velocity.x !=0:
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current_player_state = PlayerState.RUNNING
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PlayerState.RUNNING when velocity.x == 0:
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current_player_state = PlayerState.IDLE
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PlayerState.JUMPING when velocity.y>0:
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current_player_state = PlayerState.FALLING
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PlayerState.FALLING when is_on_floor():
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if velocity.x == 0:
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current_player_state = PlayerState.IDLE
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else:
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current_player_state = PlayerState.RUNNING
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func handle_update_animation()->void:
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match current_player_state:
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PlayerState.IDLE:
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player_graphic.play("idle")
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PlayerState.RUNNING:
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player_graphic.play("running")
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PlayerState.JUMPING:
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if upJump:
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player_graphic.play("jumping")
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PlayerState.FALLING:
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player_graphic.play("falling")
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|
||||
func _on_animation_finished() -> void:
|
||||
match current_player_state:
|
||||
PlayerState.JUMPING:
|
||||
upJump = false
|
||||
|
||||
Loading…
Reference in New Issue
Block a user