161 lines
4.4 KiB
GDScript
161 lines
4.4 KiB
GDScript
class_name Player extends CharacterBody2D
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@onready var scene_manager: SceneManager = %SceneManager
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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 right_spawn: Node2D = $RightSpawn
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@onready var left_spawn: Node2D = $LeftSpawn
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@onready var jump_buffer: Timer = $JumpBuffer
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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const SHOVE_STRENGTH = 700
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const SPEED = 300.0
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const JUMP_VELOCITY = -450.0
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var acceleration: int = 50
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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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enum PossibleStates{IDLE, RUN, JUMP, FALL, DAMAGE}
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var current_state: PossibleStates = PossibleStates.IDLE
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var prev_state: PossibleStates = PossibleStates.IDLE
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var upJump: bool = false
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var pushTarget
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var life: int = 100
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func _physics_process(delta: float) -> void:
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handle_input()
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handle_movement(delta)
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handle_states()
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handle_animation()
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move_and_slide()
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handle_collisions()
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func handle_states():
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match current_state:
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PossibleStates.IDLE:
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if velocity.x != 0 and is_on_floor():
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current_state = PossibleStates.RUN
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if not is_on_floor() && velocity.y < 0:
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current_state = PossibleStates.JUMP
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PossibleStates.RUN:
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if velocity.x == 0 and is_on_floor():
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current_state = PossibleStates.IDLE
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# player steps on ledge
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if not is_on_floor() && velocity.y > 0:
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current_state = PossibleStates.FALL
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if not is_on_floor() && velocity.y < 0:
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current_state = PossibleStates.JUMP
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PossibleStates.FALL when is_on_floor():
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if velocity.x == 0:
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current_state = PossibleStates.IDLE
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else:
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current_state = PossibleStates.RUN
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PossibleStates.JUMP:
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if velocity.y > 0:
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current_state = PossibleStates.FALL
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func handle_animation():
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match current_state:
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PossibleStates.IDLE:
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player_graphic.play("idle")
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PossibleStates.RUN:
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player_graphic.play("run")
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PossibleStates.JUMP:
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if upJump:
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player_graphic.play("jump")
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PossibleStates.FALL:
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player_graphic.play("fall")
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PossibleStates.DAMAGE:
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player_graphic.play("damage")
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func handle_movement(delta: float):
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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, direction*SPEED, acceleration)
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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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if is_on_floor() && jump_buffer.time_left > 0:
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velocity.y = JUMP_VELOCITY
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upJump = true
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jump_buffer.stop()
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func handle_input():
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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.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.RIGHT
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player_graphic.flip_h = false
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elif direction < 0:
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facing = FaceDirection.LEFT
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player_graphic.flip_h = true
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var is_shoving = Input.is_action_just_pressed("shove")
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if is_shoving and pushTarget is RigidBody2D:
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var shoveDirection: int
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match facing:
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FaceDirection.RIGHT:
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shoveDirection = 1
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FaceDirection.LEFT:
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shoveDirection = -1
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pushTarget.apply_central_impulse(Vector2i(shoveDirection, 0)*SHOVE_STRENGTH)
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var is_shooting = Input.is_action_just_pressed("shoot")
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if is_shooting:
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match facing:
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FaceDirection.RIGHT:
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scene_manager.make_bullet(right_spawn.global_transform, SPEED)
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FaceDirection.LEFT:
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scene_manager.make_bullet(left_spawn.global_transform, -1*SPEED)
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func handle_collisions():
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for i in get_slide_collision_count():
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var collision := get_slide_collision(i)
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var collider := collision.get_collider()
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if collider is RigidBody2D:
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collider.apply_central_impulse(-collision.get_normal()*100)
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if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
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collider = right_cast.get_collider()
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if collider is Node and collider.is_in_group("shovable"):
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pushTarget = collider
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elif left_cast.is_colliding() && facing == FaceDirection.LEFT:
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collider = left_cast.get_collider()
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if collider is Node and collider.is_in_group("shovable"):
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pushTarget = collider
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else:
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pushTarget = null
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func _on_animation_finished() -> void:
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if current_state == PossibleStates.JUMP:
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upJump = false
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if current_state == PossibleStates.DAMAGE:
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current_state = prev_state
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func hurt_player():
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print("in player hurt")
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life -= 5
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prev_state = current_state
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current_state = PossibleStates.DAMAGE
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