terrains, state management, animation, momentum, jump buffer, hard gravity

This commit is contained in:
JayisonDevadas committed 2025-10-20 21:05:01 -04:00
1 parent 426b0aa785
commit 869d4b70cf
21 files changed
+842 -28

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+3
View File
@@ -1,6 +1,7 @@
class_name Bullet extends Area2D
var speed:float = 700
@onready var bullet_graphic: Sprite2D = $BulletGraphic
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -13,3 +14,5 @@ func _process(delta: float) -> void:
func setSpeed(value)->void:
speed = value
if speed<0:
bullet_graphic.flip_h = true
+72 -7
View File
@@ -9,6 +9,8 @@ var direction:float = 0
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum State{IDLE, JUMP, FALLING, RUNNING, SHOVE}
var current_state:State = State.IDLE
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@@ -19,22 +21,64 @@ var pushEnabled:bool = false
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
@export var acceleration:int = 900
@onready var jump_buffer_timer: Timer = $Timer
@export var hard_gravity:float = 1.5
var upJump:bool = false
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
update_states()
update_animation()
move_and_slide()
handle_collision()
func update_states()->void:
# create a state machine
match current_state:
# scenarios
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
State.IDLE when velocity.x != 0:
current_state = State.RUNNING
State.RUNNING when velocity.x == 0:
current_state = State.IDLE
func update_animation()->void:
match current_state:
State.IDLE:
player_graphic.play("idle")
State.JUMP:
if upJump:
player_graphic.play("jump")
State.FALLING:
player_graphic.play("fall")
State.RUNNING:
player_graphic.play("run")
State.SHOVE:
player_graphic.play("shove")
func handle_input()->void:
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
#velocity.y = JUMP_VELOCITY
jump_buffer_timer.start()
direction = Input.get_axis("moveLeft", "moveRight")
if direction < 0:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
if direction > 0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
if Input.is_action_just_pressed("shove") && pushEnabled:
print("I want to shove")
@@ -44,6 +88,7 @@ func handle_input()->void:
shoveDirection = 1
FaceDirection.LEFT:
shoveDirection = -1
current_state = State.SHOVE
pushTarget.apply_central_impulse(Vector2(shoveDirection, 0) * 700)
if Input.is_action_just_pressed("shoot"):
@@ -65,13 +110,22 @@ func handle_input()->void:
%SceneManager.makeGrenade(left_spawn.global_transform, -1)
func handle_movement(delta)->void:
if direction:
velocity.x = direction * SPEED
if direction == 0:
velocity.x = move_toward(velocity.x, 0, acceleration*delta)
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.x = move_toward(velocity.x, SPEED*direction, acceleration*delta)
if not is_on_floor():
velocity += get_gravity() * delta
if current_state == State.JUMP:
# normal velocity
velocity += get_gravity()*delta
else:
velocity += get_gravity() * hard_gravity * delta
if is_on_floor() and jump_buffer_timer.time_left>0:
velocity.y = JUMP_VELOCITY
current_state = State.JUMP
upJump = true
jump_buffer_timer.stop()
func handle_collision()->void:
# handle world reactions
@@ -93,3 +147,14 @@ func handle_collision()->void:
if not right_cast.is_colliding() && not left_cast.is_colliding():
pushEnabled = false
func _on_animation_finished() -> void:
match current_state:
State.JUMP:
upJump = false
State.SHOVE:
if velocity.x == 0:
current_state = State.IDLE
else:
current_state = State.RUNNING