Aprilgame/Scripts/player.gd

98 lines
2.6 KiB
GDScript

class_name Player extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
var direction
enum FaceDirection{LEFT,RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum PlayerState{IDLE,RUNNING,JUMPING,FALLING}
var current_player_state:PlayerState = PlayerState.IDLE
var upjump:bool = false
func _physics_process(delta: float) -> void:
handle_input()
handle_state()
handle_animation()
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
#deliver the impact
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
func handle_input()->void:
if Input.is_action_just_pressed("Chuck"):
print("chuck a grenade")
%SceneManager.makeGrenade(right_spawn.global_transform, 1)
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
upjump = true
current_player_state = PlayerState.JUMPING
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
direction = Input.get_axis("left", "right")
if direction<0:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
if direction>0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
func handle_state()->void:
match current_player_state:
PlayerState.IDLE when velocity.x !=0:
#change to running
current_player_state = PlayerState.RUNNING
PlayerState.RUNNING when velocity.x ==0:
current_player_state = PlayerState.IDLE
PlayerState.JUMPING when velocity.y > 0:
current_player_state = PlayerState.FALLING
PlayerState.FALLING when is_on_floor():
if velocity.x ==0:
current_player_state = PlayerState.IDLE
else:
current_player_state=PlayerState.RUNNING
func handle_animation()->void:
match current_player_state:
PlayerState.IDLE:
player_graphic.play("idle")
PlayerState.RUNNING:
player_graphic.play("run")
PlayerState.JUMPING:
if upjump:
player_graphic.play("jump")
PlayerState.FALLING:
player_graphic.play("fall")
func _on_animation_finished() -> void:
match current_player_state:
PlayerState.JUMPING:
upjump = false