state machine, player animations, bullet pool, some graphics
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@@ -4,12 +4,19 @@ 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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var direction
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signal bulletSignal(pos, speed)
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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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var current_player_state:PlayerStates = PlayerStates.IDLE
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var upJump:bool = false
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var pushRightEnabled = false
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var pushLeftEnabled = false
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@@ -24,7 +31,27 @@ 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()
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handle_states()
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handle_animations()
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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 shoot
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if Input.is_action_just_pressed("shoot"):
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print("Player wants to shoot")
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#send a bullet signal
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if facing==FaceDirection.RIGHT:
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bulletSignal.emit(right_spawn.global_transform, 800)
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if facing==FaceDirection.LEFT:
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bulletSignal.emit(left_spawn.global_transform, -800)
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# Handle shove
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if Input.is_action_just_pressed("shove"):
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print("Player wants to shove")
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@@ -35,25 +62,28 @@ func _physics_process(delta: float) -> void:
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if pushLeftEnabled and facing == FaceDirection.LEFT:
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#shove left
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pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power )
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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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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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direction = Input.get_axis("ui_left", "ui_right")
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func handle_movement()->void:
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if direction:
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velocity.x = direction * SPEED
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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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move_and_slide()
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func handle_collisions()->void:
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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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var c = get_slide_collision(i)
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@@ -78,3 +108,34 @@ func _physics_process(delta: float) -> void:
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pushTarget = collider
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else:
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pushLeftEnabled = false
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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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current_player_state = PlayerStates.RUNNING
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PlayerStates.RUNNING when velocity.x ==0:
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current_player_state = PlayerStates.IDLE
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PlayerStates.JUMPING when velocity.y>0:
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#you falling
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current_player_state = PlayerStates.FALLING
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PlayerStates.FALLING when is_on_floor():
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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_animations()->void:
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match current_player_state:
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PlayerStates.RUNNING:
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player_graphic.play("run")
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PlayerStates.IDLE:
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player_graphic.play("idle")
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PlayerStates.JUMPING:
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if upJump:
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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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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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