GodotCourse/week3/updated_project/scripts/player.gd

144 lines
3.8 KiB
GDScript

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