MarchGame/scripts/player.gd

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class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_POWER=50
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enum FaceDirection{LEFT, RIGHT}
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var direction
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var facing:FaceDirection =FaceDirection.RIGHT
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enum PlayerState{IDLE,RUNNING, JUMPING,FALLING}
var current_player_state:PlayerState=PlayerState.IDLE
var jumpUP:bool=false
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func _physics_process(delta: float) -> void:
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handle_input()
handle_movement(delta)
handle_state()
handle_animation()
move_and_slide()
handle_collision()
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
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func handle_input() -> void:
direction = Input.get_axis("ui_left", "ui_right")
if direction <0:
player_graphic.flip_h=true
if direction > 0:
player_graphic.flip_h=false
# handle jump
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_player_state =PlayerState.JUMPING
jumpUP=true
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# handle shoot
if Input.is_action_just_pressed("shoot"):
print("Player1 wants to shoot")
match facing:
FaceDirection.RIGHT:
print("shoot to the right")
%SceneManager.makebullet(right_target.global_transform,700)
FaceDirection.LEFT:
print("shoot to the left")
%SceneManager.makebullet(left_target.global_transform,-700)
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func handle_movement(delta) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
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if direction:
velocity.x = direction * SPEED
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if direction <0:
facing =FaceDirection.LEFT
if direction >0:
facing =FaceDirection.RIGHT
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else:
velocity.x = move_toward(velocity.x, 0, SPEED)
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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("running")
PlayerState.JUMPING:
if jumpUP:
player_graphic.play("jumping")
PlayerState.FALLING:
player_graphic.play("falling")
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func handle_collision() ->void:
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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)
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if c.get_collider() is NPCCharacter:
var myCharacter:NPCCharacter = c.get_collider()
var direction = -c.get_normal()*BUMP_POWER
myCharacter.knockBack(direction)
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func _on_animation_finished() -> void:
match current_player_state:
PlayerState.JUMPING:
jumpUP =false