added player states and animations
This commit is contained in:
parent
0968ee75ae
commit
2461fd278a
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||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_31cv2"]
|
||||||
|
atlas = ExtResource("2_qlg0r")
|
||||||
|
region = Rect2(144, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_i4ail"]
|
||||||
|
atlas = ExtResource("2_dqkch")
|
||||||
|
region = Rect2(96, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_qhqgy"]
|
||||||
|
atlas = ExtResource("2_g2els")
|
||||||
|
region = Rect2(0, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_dqkch"]
|
||||||
|
atlas = ExtResource("2_g2els")
|
||||||
|
region = Rect2(48, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
|
||||||
|
atlas = ExtResource("2_g2els")
|
||||||
|
region = Rect2(96, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
|
||||||
|
atlas = ExtResource("2_g2els")
|
||||||
|
region = Rect2(144, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
|
||||||
|
atlas = ExtResource("2_g2els")
|
||||||
|
region = Rect2(192, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
|
||||||
|
atlas = ExtResource("2_g2els")
|
||||||
|
region = Rect2(240, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
|
||||||
|
atlas = ExtResource("2_g2els")
|
||||||
|
region = Rect2(288, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
|
||||||
|
atlas = ExtResource("2_g2els")
|
||||||
|
region = Rect2(336, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
|
||||||
|
atlas = ExtResource("2_g2els")
|
||||||
|
region = Rect2(384, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_3v2ag"]
|
||||||
|
atlas = ExtResource("2_g2els")
|
||||||
|
region = Rect2(432, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_a38lo"]
|
||||||
|
atlas = ExtResource("2_dqkch")
|
||||||
|
region = Rect2(0, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_4ni07"]
|
||||||
|
atlas = ExtResource("2_dqkch")
|
||||||
|
region = Rect2(48, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_jej6c"]
|
||||||
|
atlas = ExtResource("3_qhqgy")
|
||||||
|
region = Rect2(0, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_f1ej7"]
|
||||||
|
atlas = ExtResource("3_qhqgy")
|
||||||
|
region = Rect2(48, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"]
|
||||||
|
atlas = ExtResource("3_qhqgy")
|
||||||
|
region = Rect2(96, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_a8ls1"]
|
||||||
|
atlas = ExtResource("3_qhqgy")
|
||||||
|
region = Rect2(144, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_qfm1y"]
|
||||||
|
atlas = ExtResource("3_qhqgy")
|
||||||
|
region = Rect2(192, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_fulsm"]
|
||||||
|
atlas = ExtResource("3_qhqgy")
|
||||||
|
region = Rect2(240, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_4r5pv"]
|
||||||
|
atlas = ExtResource("3_qhqgy")
|
||||||
|
region = Rect2(288, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_60mlk"]
|
||||||
|
atlas = ExtResource("3_qhqgy")
|
||||||
|
region = Rect2(336, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="SpriteFrames" id="SpriteFrames_jej6c"]
|
||||||
|
animations = [{
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_l71n6")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_ke2ow")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_ujl30")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_31cv2")
|
||||||
|
}],
|
||||||
|
"loop": false,
|
||||||
|
"name": &"damage",
|
||||||
|
"speed": 12.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_i4ail")
|
||||||
|
}],
|
||||||
|
"loop": false,
|
||||||
|
"name": &"fall",
|
||||||
|
"speed": 5.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_qhqgy")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_dqkch")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_qlg0r")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_tuyoq")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_fjrip")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_smehm")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_ur7pv")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_y4r1p")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_d2wvv")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_3v2ag")
|
||||||
|
}],
|
||||||
|
"loop": true,
|
||||||
|
"name": &"idle",
|
||||||
|
"speed": 12.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_a38lo")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_4ni07")
|
||||||
|
}],
|
||||||
|
"loop": false,
|
||||||
|
"name": &"jump",
|
||||||
|
"speed": 12.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_jej6c")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_f1ej7")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_oprun")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_a8ls1")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_qfm1y")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_fulsm")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_4r5pv")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_60mlk")
|
||||||
|
}],
|
||||||
|
"loop": true,
|
||||||
|
"name": &"run",
|
||||||
|
"speed": 12.0
|
||||||
|
}]
|
||||||
|
|
||||||
[node name="player" type="CharacterBody2D"]
|
[node name="player" type="CharacterBody2D"]
|
||||||
script = ExtResource("1_3vyb7")
|
script = ExtResource("1_3vyb7")
|
||||||
metadata/_edit_group_ = true
|
metadata/_edit_group_ = true
|
||||||
@ -23,3 +230,16 @@ position = Vector2(16, -3)
|
|||||||
|
|
||||||
[node name="LeftSpawn" type="Node2D" parent="."]
|
[node name="LeftSpawn" type="Node2D" parent="."]
|
||||||
position = Vector2(-20, -3)
|
position = Vector2(-20, -3)
|
||||||
|
|
||||||
|
[node name="JumpBuffer" type="Timer" parent="."]
|
||||||
|
one_shot = true
|
||||||
|
|
||||||
|
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="."]
|
||||||
|
texture_filter = 1
|
||||||
|
position = Vector2(1, -4)
|
||||||
|
scale = Vector2(0.870304, 0.847034)
|
||||||
|
sprite_frames = SubResource("SpriteFrames_jej6c")
|
||||||
|
animation = &"damage"
|
||||||
|
autoplay = "idle"
|
||||||
|
|
||||||
|
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]
|
||||||
|
@ -1,5 +1,9 @@
|
|||||||
extends Node2D
|
extends Node2D
|
||||||
|
|
||||||
|
@onready var player: Player = $player
|
||||||
|
|
||||||
|
signal playerDamage
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
pass # Replace with function body.
|
pass # Replace with function body.
|
||||||
@ -12,8 +16,10 @@ func _process(delta: float) -> void:
|
|||||||
|
|
||||||
func _on_trigger(effect: Variant, body: Variant) -> void:
|
func _on_trigger(effect: Variant, body: Variant) -> void:
|
||||||
print("game controller sees trigger "+effect+" "+body.name)
|
print("game controller sees trigger "+effect+" "+body.name)
|
||||||
if not body is Player:
|
if effect == "destroy" && not body is Player:
|
||||||
body.queue_free()
|
body.queue_free()
|
||||||
|
elif effect == "player_hurt":
|
||||||
|
playerDamage.emit()
|
||||||
|
|
||||||
func onBulletHitSignal(body: Node, bullet: Bullet):
|
func onBulletHitSignal(body: Node, bullet: Bullet):
|
||||||
body.queue_free()
|
body.queue_free()
|
||||||
|
@ -5,40 +5,97 @@ class_name Player extends CharacterBody2D
|
|||||||
@onready var left_cast: RayCast2D = $LeftCast
|
@onready var left_cast: RayCast2D = $LeftCast
|
||||||
@onready var right_spawn: Node2D = $RightSpawn
|
@onready var right_spawn: Node2D = $RightSpawn
|
||||||
@onready var left_spawn: Node2D = $LeftSpawn
|
@onready var left_spawn: Node2D = $LeftSpawn
|
||||||
|
@onready var jump_buffer: Timer = $JumpBuffer
|
||||||
|
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
|
||||||
|
|
||||||
|
|
||||||
const SHOVE_STRENGTH = 700
|
const SHOVE_STRENGTH = 700
|
||||||
const SPEED = 300.0
|
const SPEED = 300.0
|
||||||
const JUMP_VELOCITY = -400.0
|
const JUMP_VELOCITY = -450.0
|
||||||
|
var acceleration: int = 50
|
||||||
|
|
||||||
var direction: float
|
var direction: float
|
||||||
|
|
||||||
enum FaceDirection{LEFT, RIGHT}
|
enum FaceDirection{LEFT, RIGHT}
|
||||||
var facing: FaceDirection = FaceDirection.RIGHT
|
var facing: FaceDirection = FaceDirection.RIGHT
|
||||||
|
|
||||||
|
enum PossibleStates{IDLE, RUN, JUMP, FALL, DAMAGE}
|
||||||
|
var current_state: PossibleStates = PossibleStates.IDLE
|
||||||
|
var prev_state: PossibleStates = PossibleStates.IDLE
|
||||||
|
|
||||||
|
var upJump: bool = false
|
||||||
|
|
||||||
var pushTarget
|
var pushTarget
|
||||||
|
|
||||||
|
var life: int = 100
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
handle_input()
|
handle_input()
|
||||||
handle_movement(delta)
|
handle_movement(delta)
|
||||||
|
handle_states()
|
||||||
|
handle_animation()
|
||||||
move_and_slide()
|
move_and_slide()
|
||||||
handle_collisions()
|
handle_collisions()
|
||||||
|
|
||||||
|
|
||||||
|
func handle_states():
|
||||||
|
match current_state:
|
||||||
|
PossibleStates.IDLE:
|
||||||
|
if velocity.x != 0 and is_on_floor():
|
||||||
|
current_state = PossibleStates.RUN
|
||||||
|
if not is_on_floor() && velocity.y < 0:
|
||||||
|
current_state = PossibleStates.JUMP
|
||||||
|
PossibleStates.RUN:
|
||||||
|
if velocity.x == 0 and is_on_floor():
|
||||||
|
current_state = PossibleStates.IDLE
|
||||||
|
# player steps on ledge
|
||||||
|
if not is_on_floor() && velocity.y > 0:
|
||||||
|
current_state = PossibleStates.FALL
|
||||||
|
if not is_on_floor() && velocity.y < 0:
|
||||||
|
current_state = PossibleStates.JUMP
|
||||||
|
PossibleStates.FALL when is_on_floor():
|
||||||
|
if velocity.x == 0:
|
||||||
|
current_state = PossibleStates.IDLE
|
||||||
|
else:
|
||||||
|
current_state = PossibleStates.RUN
|
||||||
|
PossibleStates.JUMP:
|
||||||
|
if velocity.y > 0:
|
||||||
|
current_state = PossibleStates.FALL
|
||||||
|
|
||||||
|
|
||||||
|
func handle_animation():
|
||||||
|
match current_state:
|
||||||
|
PossibleStates.IDLE:
|
||||||
|
player_graphic.play("idle")
|
||||||
|
PossibleStates.RUN:
|
||||||
|
player_graphic.play("run")
|
||||||
|
PossibleStates.JUMP:
|
||||||
|
if upJump:
|
||||||
|
player_graphic.play("jump")
|
||||||
|
PossibleStates.FALL:
|
||||||
|
player_graphic.play("fall")
|
||||||
|
PossibleStates.DAMAGE:
|
||||||
|
player_graphic.play("damage")
|
||||||
|
|
||||||
func handle_movement(delta: float):
|
func handle_movement(delta: float):
|
||||||
if direction:
|
if direction == 0:
|
||||||
velocity.x = direction * SPEED
|
velocity.x = move_toward(velocity.x, 0, acceleration)
|
||||||
else:
|
else:
|
||||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
velocity.x = move_toward(velocity.x, direction*SPEED, acceleration)
|
||||||
|
|
||||||
# Add the gravity.
|
# Add the gravity.
|
||||||
if not is_on_floor():
|
if not is_on_floor():
|
||||||
velocity += get_gravity() * delta
|
velocity += get_gravity() * delta
|
||||||
|
if is_on_floor() && jump_buffer.time_left > 0:
|
||||||
|
velocity.y = JUMP_VELOCITY
|
||||||
|
upJump = true
|
||||||
|
jump_buffer.stop()
|
||||||
|
|
||||||
|
|
||||||
func handle_input():
|
func handle_input():
|
||||||
# Handle jump.
|
# Handle jump.
|
||||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||||
velocity.y = JUMP_VELOCITY
|
jump_buffer.start()
|
||||||
|
|
||||||
# Get the input direction and handle the movement/deceleration.
|
# Get the input direction and handle the movement/deceleration.
|
||||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
# As good practice, you should replace UI actions with custom gameplay actions.
|
||||||
@ -46,8 +103,10 @@ func handle_input():
|
|||||||
|
|
||||||
if direction > 0:
|
if direction > 0:
|
||||||
facing = FaceDirection.RIGHT
|
facing = FaceDirection.RIGHT
|
||||||
|
player_graphic.flip_h = false
|
||||||
elif direction < 0:
|
elif direction < 0:
|
||||||
facing = FaceDirection.LEFT
|
facing = FaceDirection.LEFT
|
||||||
|
player_graphic.flip_h = true
|
||||||
|
|
||||||
var is_shoving = Input.is_action_just_pressed("shove")
|
var is_shoving = Input.is_action_just_pressed("shove")
|
||||||
if is_shoving and pushTarget is RigidBody2D:
|
if is_shoving and pushTarget is RigidBody2D:
|
||||||
@ -87,3 +146,15 @@ func handle_collisions():
|
|||||||
pushTarget = null
|
pushTarget = null
|
||||||
|
|
||||||
|
|
||||||
|
func _on_animation_finished() -> void:
|
||||||
|
if current_state == PossibleStates.JUMP:
|
||||||
|
upJump = false
|
||||||
|
if current_state == PossibleStates.DAMAGE:
|
||||||
|
current_state = prev_state
|
||||||
|
|
||||||
|
func hurt_player():
|
||||||
|
print("in player hurt")
|
||||||
|
life -= 5
|
||||||
|
prev_state = current_state
|
||||||
|
current_state = PossibleStates.DAMAGE
|
||||||
|
|
||||||
|
@ -3,6 +3,7 @@ class_name SceneManager extends Node2D
|
|||||||
const bullet_scene = preload("res://scenes/bullet.tscn")
|
const bullet_scene = preload("res://scenes/bullet.tscn")
|
||||||
|
|
||||||
@onready var game: Node2D = $".."
|
@onready var game: Node2D = $".."
|
||||||
|
@onready var triggers: Node2D = $"../triggers"
|
||||||
|
|
||||||
var MAX_BULLET := 50
|
var MAX_BULLET := 50
|
||||||
var available_bullets = []
|
var available_bullets = []
|
||||||
@ -13,6 +14,12 @@ func _ready() -> void:
|
|||||||
new_bullet.bulletHitSignal.connect(game.onBulletHitSignal)
|
new_bullet.bulletHitSignal.connect(game.onBulletHitSignal)
|
||||||
available_bullets.push_front(new_bullet)
|
available_bullets.push_front(new_bullet)
|
||||||
|
|
||||||
|
if triggers:
|
||||||
|
for trig in triggers.get_children():
|
||||||
|
if trig is Trigger:
|
||||||
|
trig.areaTriggerSignal.connect(game._on_trigger)
|
||||||
|
|
||||||
|
|
||||||
func make_bullet(start_position: Transform2D, speed: int):
|
func make_bullet(start_position: Transform2D, speed: int):
|
||||||
var new_bullet = bullet_factory(start_position, speed)
|
var new_bullet = bullet_factory(start_position, speed)
|
||||||
if new_bullet:
|
if new_bullet:
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
extends Area2D
|
class_name Trigger extends Area2D
|
||||||
|
|
||||||
@export var effect:String
|
@export var effect:String
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user