MarchGame/scripts/player.gd

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GDScript3
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class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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@onready var right_down_cast: RayCast2D = $RightDownCast
@onready var left_down_cast: RayCast2D = $LeftDownCast
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_POWER = 50
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
var direction
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#awarness
var cliffEdge = false
enum PlayerState{IDLE,RUNNING, JUMPING, FALLING}
var current_player_state:PlayerState = PlayerState.IDLE
var jumpUp:bool = false
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func _ready() -> void:
var timer = Timer.new()
add_child(timer)
timer.wait_time = 3.0 # Wait time in seconds
timer.one_shot = false # Set to false for repeating
timer.autostart = true # Start automatically on enter
timer.timeout.connect(handle_ai)
timer.start()
func _physics_process(delta: float) -> void:
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#handle_input()
handle_movement(delta)
handle_state()
handle_animation()
move_and_slide()
handle_collisions()
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func handle_ai()->void:
var ran = randi()%10
#running, idle
print("random number "+str(ran))
direction = 0
if ran<=4:
direction = -1
if ran>=7:
direction = 1
#shooting
var shootran = randi()%5
if shootran >3:
shoot()
func jump()->void:
if is_on_floor():
velocity.y = JUMP_VELOCITY
current_player_state = PlayerState.JUMPING
jumpUp = true
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func shoot()->void:
match facing:
FaceDirection.RIGHT:
%SceneManager.makeBullet(right_target.global_transform, 700)
FaceDirection.LEFT:
%SceneManager.makeBullet(left_target.global_transform, -700)
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func handle_input()->void:
direction = Input.get_axis("ui_left", "ui_right")
# Handle jump.
if Input.is_action_just_pressed("ui_accept"):
jump()
# Handle Shoot
if Input.is_action_just_pressed("shoot"):
shoot()
func handle_state()->void:
match current_player_state:
PlayerState.IDLE when velocity.x !=0:
#change to running!!
current_player_state = PlayerState.RUNNING
PlayerState.RUNNING when velocity.x == 0:
current_player_state = PlayerState.IDLE
PlayerState.JUMPING when velocity.y > 0:
current_player_state = PlayerState.FALLING
PlayerState.FALLING when is_on_floor():
if velocity.x ==0:
current_player_state = PlayerState.IDLE
else:
current_player_state = PlayerState.RUNNING
func handle_animation()->void:
match current_player_state:
PlayerState.IDLE:
player_graphic.play("idle")
PlayerState.RUNNING:
player_graphic.play("running")
PlayerState.JUMPING:
if jumpUp:
player_graphic.play("jumping")
PlayerState.FALLING:
player_graphic.play("falling")
func handle_movement(delta)->void:
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# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
if direction:
velocity.x = direction * SPEED
if direction <0:
facing=FaceDirection.LEFT
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player_graphic.flip_h = true
if direction >0:
facing=FaceDirection.RIGHT
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player_graphic.flip_h = false
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
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func handle_collisions()->void:
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()*BUMP_POWER)
if c.get_collider() is NPCCharacter:
var myCharacter:NPCCharacter = c.get_collider()
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var mydirection = -c.get_normal()*BUMP_POWER
myCharacter.knockBack(mydirection)
if not right_down_cast.is_colliding() and is_on_floor():
#on edge of drop on right side
if velocity.x > 100:
jump()
if not left_down_cast.is_colliding() and is_on_floor():
#on edge of drop on left side
if velocity.x <-100:
jump()
func _on_animation_finished() -> void:
match current_player_state:
PlayerState.JUMPING:
jumpUp = false