GodotCourse/week6/updated_project/scripts/CharacterBody2D.gd

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2024-08-19 15:21:33 +00:00
extends CharacterBody2D
@export var SPEED = 300.0
@export var JUMP_VELOCITY = -300.0
@export var BUMP_FORCE = 80.0
@export var PUSH_FORCE = 200
@onready var right_ray = $RightRay
@onready var left_ray = $LeftRay
@onready var marker_right = $MarkerRight
@onready var marker_left = $MarkerLeft
@onready var animated_sprite = $AnimatedSprite2D
signal playerDead
var faceLeft = false
var pushLeftEnabled = false
var pushRightEnabled = false
var pushTarget
var bullet = preload("res://scenes/bullet.tscn")
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var living = true
var animPlaying:String = "idle"
func die():
#kill the player
print("kill the player")
living = false
animPlaying = "death"
animated_sprite.play(animPlaying)
func hurt():
animPlaying = "hurt"
animated_sprite.play(animPlaying)
func _physics_process(delta):
if living and animPlaying !="hurt":
if not is_on_floor():
velocity.y += gravity * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Hand force push (melee attack)
if Input.is_action_just_pressed("push") && pushRightEnabled && faceLeft == false:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 5)
pushRightEnabled = false
if Input.is_action_just_pressed("push") && pushLeftEnabled:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 5)
pushLeftEnabled = false
if Input.is_action_just_pressed("shoot"):
#make a bullet
var myBullet = bullet.instantiate()
#set bullet speed?
#put the bullet at the Marker
owner.add_child(myBullet)
#facing left or right?
if not faceLeft:
myBullet.transform = marker_right.global_transform
else:
myBullet.transform = marker_left.global_transform
myBullet.setSpeed(-750)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction = Input.get_axis("ui_left", "ui_right")
# In this example we have replaced the faceLeft code to also have
# the character's sprite flip depending what direction they are facing
if direction:
faceLeft = true if direction<0 else false
animated_sprite.flip_h = true if direction < 0 else false
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction==0:
animPlaying = "idle"
else:
animPlaying = "run"
else:
animPlaying = "jump"
animated_sprite.play(animPlaying)
move_and_slide()
if right_ray.is_colliding():
var collider = right_ray.get_collider()
#what did we hit?
if collider is Node:
if collider.is_in_group("boxes"):
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
if left_ray.is_colliding():
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("boxes"):
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
#loop through the collisions
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal()* BUMP_FORCE)
func _on_animated_sprite_2d_animation_finished():
print("animation finished")
if animPlaying == "death":
print("reset the game")
playerDead.emit()
if animPlaying == "hurt":
print("hurt anim complete")
animPlaying = "idle"
func _on_animated_sprite_2d_animation_looped():
pass