Files
Sept26Game/scripts/player.gd
T

142 lines
3.9 KiB
GDScript

class_name Player extends CharacterBody2D
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
@export var shove_power:= 800
@export var bump_power:=100
var direction
signal bulletSignal(pos, speed)
enum FaceDirection {LEFT,RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING}
var current_player_state:PlayerStates = PlayerStates.IDLE
var upJump:bool = false
var pushRightEnabled = false
var pushLeftEnabled = false
var pushTarget:Crate
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
handle_input()
handle_movement()
handle_states()
handle_animations()
move_and_slide()
handle_collisions()
func handle_input()->void:
# Handle shoot
if Input.is_action_just_pressed("shoot"):
print("Player wants to shoot")
#send a bullet signal
if facing==FaceDirection.RIGHT:
bulletSignal.emit(right_spawn.global_transform, 800)
if facing==FaceDirection.LEFT:
bulletSignal.emit(left_spawn.global_transform, -800)
# Handle shove
if Input.is_action_just_pressed("shove"):
print("Player wants to shove")
if pushRightEnabled and facing==FaceDirection.RIGHT:
#shove right
pushTarget.apply_central_impulse(Vector2(1,0) * shove_power )
if pushLeftEnabled and facing == FaceDirection.LEFT:
#shove left
pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power )
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_player_state=PlayerStates.JUMPING
upJump = true
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
direction = Input.get_axis("left", "right")
func handle_movement()->void:
if direction:
velocity.x = direction * SPEED
# set player direction
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_collisions()->void:
# find all things my player collided with
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 right_cast.is_colliding():
print("Something on my right")
#get the thing I can shove
var collider = right_cast.get_collider()
if collider is RigidBody2D:
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
if left_cast.is_colliding():
print("Something on my left")
var collider = left_cast.get_collider()
if collider is RigidBody2D:
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
func handle_states()->void:
match current_player_state:
PlayerStates.IDLE when velocity.x !=0:
current_player_state = PlayerStates.RUNNING
PlayerStates.RUNNING when velocity.x ==0:
current_player_state = PlayerStates.IDLE
PlayerStates.JUMPING when velocity.y>0:
#you falling
current_player_state = PlayerStates.FALLING
PlayerStates.FALLING when is_on_floor():
if velocity.x ==0:
current_player_state = PlayerStates.IDLE
else:
current_player_state = PlayerStates.RUNNING
func handle_animations()->void:
match current_player_state:
PlayerStates.RUNNING:
player_graphic.play("run")
PlayerStates.IDLE:
player_graphic.play("idle")
PlayerStates.JUMPING:
if upJump:
player_graphic.play("jump")
PlayerStates.FALLING:
player_graphic.play("fall")
func _animation_finished() -> void:
match current_player_state:
PlayerStates.JUMPING:
upJump = false