146 lines
4.0 KiB
GDScript
146 lines
4.0 KiB
GDScript
class_name Player extends CharacterBody2D
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const bullet_scene = preload("res://Scenes/bullet.tscn")
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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 bullet_spawn_point_right: Node2D = $BulletSpawnPointRight
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@onready var bullet_spawn_point_left: Node2D = $BulletSpawnPointLeft
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@onready var jump_buffer_timer: Timer = $jumpbuffertimer
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const PUSH_POWER = 2000
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var upJump:bool = false
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@export var acceleration:int=5
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var direction: float
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enum FaceDirection{LEFT, RIGHT}
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var facing: FaceDirection = FaceDirection.RIGHT
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var pushTarget: Object
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var pushEnabled: bool = false
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enum State{IDLE,RUN,JUMP,FALLING}
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var current_state:State = State.IDLE
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func _physics_process(delta: float) -> void:
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handle_input(delta)
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handle_movement(delta)
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handle_states()
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handle_animation()
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handle_collisions(delta)
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func handle_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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State.RUN:
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if velocity.x == 0:
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current_state = State.IDLE
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#player steps off ledge
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if not is_on_floor() && velocity.y >0:
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current_state = State.FALLING
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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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State.JUMP when velocity.y >0:
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current_state = State.FALLING
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func handle_animation() -> void:
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match current_state:
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State.IDLE:
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player_graphic.play("IDLE")
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State.RUN:
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player_graphic.play("RUN")
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State.FALLING:
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player_graphic.play("FALL")
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State.JUMP:
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if upJump:
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player_graphic.play("JUMP")
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func handle_input(delta: float) -> void:
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var dir: int = 0
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match facing:
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FaceDirection.LEFT:
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dir = -1
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FaceDirection.RIGHT:
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dir = 1
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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jump_buffer_timer.start()
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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direction = Input.get_axis("ui_left", "ui_right")
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if direction < 0:
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facing = FaceDirection.LEFT
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player_graphic.flip_h = true
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elif direction > 0:
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facing = FaceDirection.RIGHT
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player_graphic.flip_h = false
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if Input.is_action_just_pressed("ForcePush") && pushEnabled:
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pushTarget.apply_central_impulse(Vector2(dir, 0) * PUSH_POWER)
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if Input.is_action_just_pressed("Shoot"):
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var spawnAt: Node2D = bullet_spawn_point_left
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if dir == 1:
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spawnAt = bullet_spawn_point_right
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print("make a bullet")
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var b = %SCENEMANAGER.makeBullet(spawnAt.global_transform, dir)
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func handle_movement(delta: float) -> void:
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handle_gravity(delta)
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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 not is_on_floor():
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velocity += get_gravity() * delta
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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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jump_buffer_timer.stop()
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current_state = State.JUMP
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upJump = true
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move_and_slide()
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func handle_collisions(delta: float) -> void:
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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() * 100)
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if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
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var col = right_cast.get_collider()
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if col != null && col.is_in_group("pushable"):
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pushTarget = col
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pushEnabled = true
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print("right pushable")
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elif left_cast.is_colliding() && facing == FaceDirection.LEFT:
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var col = left_cast.get_collider()
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if col != null && col.is_in_group("pushable"):
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pushTarget = col
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pushEnabled = true
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print("left pushable")
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else:
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pushEnabled = false
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pushTarget = null
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func handle_gravity(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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func _on_animation_finished() -> void:
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match current_state:
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State.JUMP:
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upJump = false
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