week3 prep includes bullet pool, finite state machine, sprites and animation
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@@ -4,6 +4,7 @@ class_name Player extends CharacterBody2D
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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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@export var shove_power:= 800
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@export var bump_power:=100
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@@ -19,8 +20,15 @@ var pushTarget:Crate
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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signal shootSignal(markerPosition, speed)
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enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING}
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var current_player_state:PlayerStates = PlayerStates.IDLE
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var upJump:bool = false
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func _physics_process(delta: float) -> void:
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handle_input();
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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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@@ -48,11 +56,14 @@ func _physics_process(delta: float) -> void:
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# set player direction
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if direction < 0:
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facing = FaceDirection.LEFT
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player_graphic.flip_h = true
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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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velocity.x = move_toward(velocity.x, 0, SPEED)
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handle_states()
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handle_animation()
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move_and_slide()
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# find all things my player collided with
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for i in get_slide_collision_count():
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@@ -64,7 +75,7 @@ func _physics_process(delta: float) -> void:
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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 Node:
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if collider is RigidBody2D:
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pushRightEnabled = true
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pushTarget = collider
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else:
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@@ -73,8 +84,63 @@ func _physics_process(delta: float) -> void:
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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 Node:
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if collider is RigidBody2D:
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pushLeftEnabled = true
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pushTarget = collider
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else:
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pushLeftEnabled = false
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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=PlayerStates.JUMPING
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upJump = true
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#Handle Shoot Bullet
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if Input.is_action_just_pressed("shoot"):
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#marker postion, speed
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match facing:
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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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func handle_states()->void:
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match current_player_state:
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PlayerStates.IDLE when velocity.x !=0:
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#player idle, when x velocity change
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current_player_state = PlayerStates.RUNNING
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PlayerStates.RUNNING when velocity.x ==0:
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#player stops running
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current_player_state = PlayerStates.IDLE
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PlayerStates.JUMPING when velocity.y>0:
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#player reaches top of jump, determined by velocity vs. gravity
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current_player_state = PlayerStates.FALLING
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PlayerStates.FALLING when is_on_floor():
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#player was falling, when suddenly on floor - run or idle
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if velocity.x ==0:
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current_player_state = PlayerStates.IDLE
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else:
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current_player_state = PlayerStates.RUNNING
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func handle_animation()->void:
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match current_player_state:
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PlayerStates.RUNNING:
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player_graphic.play("running")
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PlayerStates.IDLE:
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player_graphic.play("idle")
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PlayerStates.JUMPING:
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#don't keep playing the jump animation!
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if upJump:
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player_graphic.play("jumping")
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PlayerStates.FALLING:
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player_graphic.play("falling")
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func _on_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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