144 lines
3.8 KiB
GDScript
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
|