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week3_prep
| Author | SHA1 | Date | |
|---|---|---|---|
| edef8f7f8f | |||
| b8cdde4763 | |||
| b3ca85807f | |||
| 47fa82b075 |
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|
"name": &"run",
|
||||||
|
"speed": 12.0
|
||||||
|
}]
|
||||||
|
|
||||||
[node name="CharacterBody2D" type="CharacterBody2D"]
|
[node name="CharacterBody2D" type="CharacterBody2D"]
|
||||||
script = ExtResource("1_3vyb7")
|
script = ExtResource("1_3vyb7")
|
||||||
|
|
||||||
@ -22,3 +195,15 @@ position = Vector2(14, -8)
|
|||||||
|
|
||||||
[node name="LeftSpawn" type="Marker2D" parent="."]
|
[node name="LeftSpawn" type="Marker2D" parent="."]
|
||||||
position = Vector2(-13, -8)
|
position = Vector2(-13, -8)
|
||||||
|
|
||||||
|
[node name="JumpBufferTimer" type="Timer" parent="."]
|
||||||
|
one_shot = true
|
||||||
|
|
||||||
|
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
|
||||||
|
texture_filter = 1
|
||||||
|
position = Vector2(1, -6)
|
||||||
|
sprite_frames = SubResource("SpriteFrames_jej6c")
|
||||||
|
animation = &"fall"
|
||||||
|
autoplay = "idle"
|
||||||
|
|
||||||
|
[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"]
|
||||||
|
|||||||
@ -3,6 +3,9 @@ extends CharacterBody2D
|
|||||||
|
|
||||||
const SPEED = 300.0
|
const SPEED = 300.0
|
||||||
const JUMP_VELOCITY = -400.0
|
const JUMP_VELOCITY = -400.0
|
||||||
|
#add a variable for momentum...t.w.
|
||||||
|
@export var acceleration:int = 8
|
||||||
|
@export var hard_gravity:float =1.5
|
||||||
var direction:float = 0
|
var direction:float = 0
|
||||||
@export var BUMP_POWER = 100
|
@export var BUMP_POWER = 100
|
||||||
enum FaceDirection{LEFT, RIGHT}
|
enum FaceDirection{LEFT, RIGHT}
|
||||||
@ -14,23 +17,64 @@ var pushEnabled:bool = false
|
|||||||
@onready var right_spawn = $RightSpawn
|
@onready var right_spawn = $RightSpawn
|
||||||
@onready var left_spawn = $LeftSpawn
|
@onready var left_spawn = $LeftSpawn
|
||||||
|
|
||||||
|
var upJump:bool = false
|
||||||
|
@onready var jump_buffer_timer: Timer = $JumpBufferTimer
|
||||||
|
@onready var player_graphic: AnimatedSprite2D = $AnimatedSprite2D
|
||||||
|
|
||||||
|
#For State Machine.............t.w.
|
||||||
|
enum State{IDLE, RUNNING, JUMP, FALLING}
|
||||||
|
var current_state:State = State.IDLE
|
||||||
|
|
||||||
func _physics_process(delta):
|
func _physics_process(delta):
|
||||||
# Get the input direction and handle the movement/deceleration.
|
# Get the input direction and handle the movement/deceleration.
|
||||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
# As good practice, you should replace UI actions with custom gameplay actions.
|
||||||
handle_input()
|
handle_input()
|
||||||
handle_movement(delta)
|
handle_movement(delta)
|
||||||
|
update_states()
|
||||||
|
update_animation()
|
||||||
move_and_slide()
|
move_and_slide()
|
||||||
handle_collisions()
|
handle_collisions()
|
||||||
|
|
||||||
|
#Create a State Machine.........t.w.
|
||||||
|
func update_states()->void:
|
||||||
|
match current_state:
|
||||||
|
State.IDLE when velocity.x !=0:
|
||||||
|
current_state = State.RUNNING
|
||||||
|
State.RUNNING:
|
||||||
|
if velocity.x ==0:
|
||||||
|
current_state = State.IDLE
|
||||||
|
#jumping when reaching apex
|
||||||
|
State.JUMP when velocity.y > 0:
|
||||||
|
current_state = State.FALLING
|
||||||
|
State.FALLING when is_on_floor():
|
||||||
|
if velocity.x == 0:
|
||||||
|
current_state = State.IDLE
|
||||||
|
else:
|
||||||
|
current_state = State.RUNNING
|
||||||
|
func update_animation():
|
||||||
|
match current_state:
|
||||||
|
State.IDLE:
|
||||||
|
player_graphic.play("idle")
|
||||||
|
State.RUNNING:
|
||||||
|
player_graphic.play("run")
|
||||||
|
State.JUMP:
|
||||||
|
if upJump:
|
||||||
|
player_graphic.play("jump")
|
||||||
|
State.FALLING:
|
||||||
|
player_graphic.play("fall")
|
||||||
|
|
||||||
func handle_input()->void:
|
func handle_input()->void:
|
||||||
# Handle jump.
|
# Handle jump.
|
||||||
if Input.is_action_just_pressed("jump") and is_on_floor():
|
if Input.is_action_just_pressed("jump") and is_on_floor():
|
||||||
velocity.y = JUMP_VELOCITY
|
jump_buffer_timer.start()
|
||||||
|
|
||||||
direction = Input.get_axis("moveLeft", "moveRight")
|
direction = Input.get_axis("moveLeft", "moveRight")
|
||||||
if direction <0:
|
if direction <0:
|
||||||
facing=FaceDirection.LEFT
|
facing=FaceDirection.LEFT
|
||||||
|
player_graphic.flip_h = true
|
||||||
if direction >0:
|
if direction >0:
|
||||||
facing=FaceDirection.RIGHT
|
facing=FaceDirection.RIGHT
|
||||||
|
player_graphic.flip_h = false
|
||||||
|
|
||||||
if Input.is_action_just_pressed("shove") && pushEnabled:
|
if Input.is_action_just_pressed("shove") && pushEnabled:
|
||||||
print("I want to shove")
|
print("I want to shove")
|
||||||
@ -60,14 +104,27 @@ func handle_input()->void:
|
|||||||
%SceneManager.makeGrenade(left_spawn.global_transform, -1)
|
%SceneManager.makeGrenade(left_spawn.global_transform, -1)
|
||||||
|
|
||||||
func handle_movement(_delta)->void:
|
func handle_movement(_delta)->void:
|
||||||
if direction:
|
#change to create some momentum.....t.w.
|
||||||
velocity.x = direction * SPEED
|
if direction == 0:
|
||||||
|
velocity.x = move_toward(velocity.x, 0, acceleration)
|
||||||
else:
|
else:
|
||||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
velocity.x = move_toward(velocity.x, SPEED * direction, acceleration)
|
||||||
|
|
||||||
if not is_on_floor():
|
if current_state == State.JUMP:
|
||||||
|
#apply normal velocity
|
||||||
velocity += get_gravity() * _delta
|
velocity += get_gravity() * _delta
|
||||||
|
else:
|
||||||
|
#apply hard gravity, character falling
|
||||||
|
velocity += get_gravity() * hard_gravity * _delta
|
||||||
|
|
||||||
|
#add a buffer timer to the jump velocity............t.w.
|
||||||
|
if is_on_floor() && jump_buffer_timer.time_left >0:
|
||||||
|
velocity.y = JUMP_VELOCITY
|
||||||
|
#change state...........t.w.
|
||||||
|
current_state = State.JUMP
|
||||||
|
upJump = true
|
||||||
|
jump_buffer_timer.stop()
|
||||||
|
|
||||||
func handle_collisions()->void:
|
func handle_collisions()->void:
|
||||||
#handle world reactions
|
#handle world reactions
|
||||||
for i in get_slide_collision_count():
|
for i in get_slide_collision_count():
|
||||||
@ -90,3 +147,9 @@ func handle_collisions()->void:
|
|||||||
|
|
||||||
if not right_cast.is_colliding() && not left_cast.is_colliding():
|
if not right_cast.is_colliding() && not left_cast.is_colliding():
|
||||||
pushEnabled = false
|
pushEnabled = false
|
||||||
|
|
||||||
|
|
||||||
|
func _on_animation_finished() -> void:
|
||||||
|
match current_state:
|
||||||
|
State.JUMP:
|
||||||
|
upJump=false
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user