adding state machine week 3
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extends CharacterBody2D
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##week2 additions:
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## states
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## acceleration/deceleration
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## hard gravity
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## jump buffer
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## shove attack
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@onready var jump_buffer_timer: Timer = $jump_buffer_timer
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@onready var coyote_timer: Timer = $coyote_timer
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var playerGraphic: AnimatedSprite2D = $AnimatedSprite2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const PUSH_FORCE:int = 500
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@export var bump_power = 50
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@export var acceleration:int = 5
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@export var hard_gravity:int = 3
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enum State{IDLE, RUN, JUMP, FALLING}
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var current_state: State = State.IDLE
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var pushTarget:RigidBody2D
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var pushEnabled:bool = false
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func _physics_process(delta: float) -> void:
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handle_input()
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update_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 handle_input() -> void:
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#Jumping action
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if Input.is_action_just_pressed("ui_accept"):
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jump_buffer_timer.start()
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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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jump_buffer_timer.stop()
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#Walking action
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var direction := Input.get_axis("ui_left", "ui_right")
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#######REFACTOR################
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## Apply acceleration and deceleration to movement
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if direction == 0:
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velocity.x = move_toward(velocity.x, 0, acceleration)
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else:
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velocity.x = move_toward(velocity.x, SPEED * direction, acceleration)
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if direction <0:
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facing=FaceDirection.LEFT
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playerGraphic.flip_h = true
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else:
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facing = FaceDirection.RIGHT
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playerGraphic.flip_h = false
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if Input.is_action_just_pressed("shove") && pushEnabled:
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match facing:
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FaceDirection.RIGHT:
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#push right
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE)
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pushEnabled = false
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FaceDirection.LEFT:
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#push left
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE)
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pushEnabled = false
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##Add the hard gravity in here
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func update_movement(delta:float)-> void:
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# Add the gravity.
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if current_state == State.JUMP:
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#apply normal gravity during up of jump action
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velocity += get_gravity() * delta
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else:
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#Character is falling
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velocity += get_gravity() * hard_gravity * delta
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func update_states()->void:
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match current_state:
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State.IDLE when velocity.x !=0:
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current_state = State.RUN
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##player stops walking, or starts falling
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State.RUN:
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if velocity.x == 0:
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current_state = State.IDLE
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##player walks off of a ledge (no jump)
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if not is_on_floor() && velocity.y > 0:
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current_state = State.FALLING
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##when jump peaks, we start to fall
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State.JUMP when velocity.y > 0:
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current_state = State.FALLING
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##player lands, either still or moving
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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.RUN
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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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playerGraphic.play("idle")
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State.RUN:
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playerGraphic.play("run")
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State.JUMP:
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playerGraphic.play("jump")
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State.FALLING:
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playerGraphic.play("fall")
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func handle_collisions()-> void:
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#react to objects around
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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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if collider is Node && collider is RigidBody2D:
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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:
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pushTarget = collider
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pushEnabled = true
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if not right_cast.is_colliding() and not left_cast.is_colliding():
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pushEnabled = false
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