added tilemap added falling and jumping animation added textures for player crate and grenade, camera, game scaling

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tim committed 2026-05-11 21:03:25 -04:00
1 parent 5418f512cd
commit cdfa1a3f50
61 files changed
+948 -101

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@@ -10,12 +10,14 @@ const JUMP_VELOCITY = -400.0
var direction
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum State{IDLE,RUNNING}
enum State{IDLE,RUNNING,JUMPING,FALLING}
var currentState:State = State.IDLE
var pushTarget:RigidBody2D
var pushEnabled:bool = false
var upJump:bool = false
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
@@ -42,6 +44,8 @@ func handle_input()->void:
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
upJump = true
currentState = State.JUMPING
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
@@ -94,9 +98,26 @@ func handle_state():
currentState = State.RUNNING
State.RUNNING when velocity.x == 0:
currentState = State.IDLE
State.JUMPING when velocity.y > 0:
currentState = State.FALLING
State.FALLING when velocity.y == 0:
currentState = State.IDLE
func handle_animation():
match currentState:
State.IDLE:
player_graphic.play("idle")
State.RUNNING:
player_graphic.play("Run")
State.JUMPING:
if upJump:
player_graphic.play("jump")
State.FALLING:
if not upJump:
player_graphic.play("fall")
func _on_player_graphic_animation_finished():
match currentState:
State.JUMPING:
upJump = false