MarchGame/scripts/player.gd

102 lines
3.0 KiB
GDScript

class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_POWER = 50
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
#states for player
enum PlayerState{IDLE,RUNNING,JUMPING, FALLING}
var current_player_state:PlayerState = PlayerState.IDLE
var upJump:bool = false
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
handle_update_states()
handle_update_animation()
move_and_slide()
handle_collisions()
#organize the game loop
func handle_input()->void:
# Handle Shoot
if Input.is_action_just_pressed("shoot"):
print("Player wants to shoot")
match facing:
FaceDirection.RIGHT:
print("Shoot to the right")
%SceneManager.makeBullet(right_target.global_transform, 700)
FaceDirection.LEFT:
print("Shoot to the left")
%SceneManager.makeBullet(left_target.global_transform, -700)
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_player_state = PlayerState.JUMPING
upJump = true
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
if direction <0:
facing=FaceDirection.LEFT
player_graphic.flip_h = true
if direction >0:
facing=FaceDirection.RIGHT
player_graphic.flip_h = false
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func handle_movement(_delta)->void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * _delta
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 direction = -c.get_normal()*BUMP_POWER
c.get_collider().knockBack(direction)
func handle_update_states()->void:
match current_player_state:
PlayerState.IDLE when velocity.x !=0:
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_update_animation()->void:
match current_player_state:
PlayerState.IDLE:
player_graphic.play("idle")
PlayerState.RUNNING:
player_graphic.play("running")
PlayerState.JUMPING:
if upJump:
player_graphic.play("jumping")
PlayerState.FALLING:
player_graphic.play("falling")
func _on_animation_finished() -> void:
match current_player_state:
PlayerState.JUMPING:
upJump = false