terrains, state management, animation, momentum, jump buffer, hard gravity
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426b0aa785
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21 files changed
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@@ -1,6 +1,7 @@
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class_name Bullet extends Area2D
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var speed:float = 700
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@onready var bullet_graphic: Sprite2D = $BulletGraphic
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@@ -13,3 +14,5 @@ func _process(delta: float) -> void:
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func setSpeed(value)->void:
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speed = value
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if speed<0:
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bullet_graphic.flip_h = true
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+72
-7
@@ -9,6 +9,8 @@ var direction:float = 0
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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: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@@ -19,22 +21,64 @@ var pushEnabled:bool = false
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@onready var right_spawn: Marker2D = $RightSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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@export var acceleration:int = 900
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@onready var jump_buffer_timer: Timer = $Timer
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@export var hard_gravity:float = 1.5
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var upJump:bool = false
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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func _physics_process(delta: float) -> void:
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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_collision()
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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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#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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@@ -44,6 +88,7 @@ func handle_input()->void:
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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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@@ -65,13 +110,22 @@ func handle_input()->void:
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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:
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velocity.x = direction * SPEED
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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, 0, SPEED)
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velocity.x = move_toward(velocity.x, SPEED*direction, acceleration*delta)
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if not is_on_floor():
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velocity += get_gravity() * delta
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if current_state == State.JUMP:
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# 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() and 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_collision()->void:
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# handle world reactions
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@@ -93,3 +147,14 @@ func handle_collision()->void:
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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() -> void:
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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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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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