155 lines
4.4 KiB
GDScript
155 lines
4.4 KiB
GDScript
class_name Player extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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var direction:float = 0
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@export var BUMP_POWER = 100
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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enum State{IDLE,JUMP,FALLING,RUNNING,SHOVE}
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var current_state:State = State.IDLE
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@onready var right_cast = $RightCast
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@onready var left_cast = $LeftCast
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var pushTarget:RigidBody2D
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var pushEnabled:bool = false
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@onready var right_spawn = $RightSpawn
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@onready var left_spawn = $LeftSpawn
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@export var acceleration:int = 900
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@onready var jump_buffer_timer = $JumpBufferTimer
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var upJump:bool = false
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@export var hard_gravity:float =1.5
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@onready var player_graphic = $PlayerGraphic
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func _physics_process(delta):
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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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handle_input()
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handle_movement(delta)
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update_states()
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update_animation()
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move_and_slide()
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handle_collisions()
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func update_states()->void:
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#Create a state machine
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match current_state:
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#scenarios
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State.JUMP when velocity.y > 0:
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current_state = State.FALLING
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State.FALLING when is_on_floor():
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if velocity.x == 0:
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current_state = State.IDLE
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else:
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current_state = State.RUNNING
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State.IDLE when velocity.x !=0:
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current_state = State.RUNNING
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State.RUNNING when velocity.x ==0:
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current_state = State.IDLE
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func update_animation()->void:
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match current_state:
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State.IDLE:
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player_graphic.play("idle")
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State.JUMP:
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if upJump:
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player_graphic.play("jump")
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State.FALLING:
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player_graphic.play("fall")
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State.RUNNING:
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player_graphic.play("run")
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State.SHOVE:
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player_graphic.play("shove")
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func handle_input()->void:
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# Handle jump.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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#velocity.y = JUMP_VELOCITY
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jump_buffer_timer.start()
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direction = Input.get_axis("moveLeft", "moveRight")
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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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if Input.is_action_just_pressed("shove") && pushEnabled:
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print("I want to shove")
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var shoveDirection:int
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match facing:
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FaceDirection.RIGHT:
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shoveDirection = 1
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FaceDirection.LEFT:
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shoveDirection = -1
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current_state = State.SHOVE
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pushTarget.apply_central_impulse(Vector2(shoveDirection,0)*700)
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if Input.is_action_just_pressed("shoot"):
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print("Ima shoot")
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match facing:
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FaceDirection.RIGHT:
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print("shoot right")
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%SceneManager.makeBullet(right_spawn.global_transform, 700)
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FaceDirection.LEFT:
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print("shoot left")
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%SceneManager.makeBullet(left_spawn.global_transform, -700)
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if Input.is_action_just_pressed("chuck"):
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print("ima chuck a grenade")
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.makeGrenade(right_spawn.global_transform, 1)
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FaceDirection.LEFT:
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%SceneManager.makeGrenade(left_spawn.global_transform, -1)
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func handle_movement(_delta)->void:
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if direction ==0:
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velocity.x = move_toward(velocity.x, 0, acceleration*_delta)
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else:
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velocity.x = move_toward(velocity.x, SPEED*direction, acceleration*_delta)
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if current_state == State.JUMP:
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#apply normal velocity
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velocity += get_gravity() * _delta
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else:
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velocity += get_gravity() * hard_gravity * _delta
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if is_on_floor() && jump_buffer_timer.time_left>0:
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velocity.y = JUMP_VELOCITY
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current_state = State.JUMP
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upJump = true
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jump_buffer_timer.stop()
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func handle_collisions()->void:
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#handle world reactions
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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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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_POWER)
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if right_cast.is_colliding() && facing==FaceDirection.RIGHT:
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var collider = right_cast.get_collider()
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#check if this is okay
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if collider is Node && collider is RigidBody2D && collider.is_in_group("pushable"):
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pushTarget = collider
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pushEnabled = true
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if left_cast.is_colliding() && facing==FaceDirection.LEFT:
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var collider = left_cast.get_collider()
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if collider is Node && collider is RigidBody2D && collider.is_in_group("pushable"):
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pushTarget = collider
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pushEnabled = true
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if not right_cast.is_colliding() && not left_cast.is_colliding():
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pushEnabled = false
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func _on_animation_finished():
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match current_state:
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State.JUMP:
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upJump=false
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State.SHOVE:
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current_state = State.IDLE
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