NovemberGodotGame2024/novembergame/scripts/dudecontroller.gd

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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_FORCE = 50
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const PUSH_FORCE = 750
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@onready var right_ray: RayCast2D = $RightRay
@onready var left_ray: RayCast2D = $LeftRay
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@onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var gun: Sprite2D = $Gun
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var faceLeft = false
var pushTarget
var pushLeftEnabled = false
var pushRightEnabled = false
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var isJumping = false
var animPlaying = "idle"
var living = true
signal playerDead
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@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
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func _ready() -> void:
gunDrop()
func hurtPlayer(amt):
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animPlaying = "hurt"
playerSprite.play("hurt")
func killPlayer():
if living:
living = false
animPlaying = "death"
playerSprite.play(animPlaying)
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func gunCollected():
print("player knows to show gun")
gun.visible = true
func gunDrop():
gun.visible = false
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func _physics_process(delta: float) -> void:
if living and not animPlaying == "hurt":
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
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# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right")
if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 2)
pushRightEnabled = false
if Input.is_action_just_pressed("shove") && faceLeft == true && pushLeftEnabled == true:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2)
pushLeftEnabled = false
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if Input.is_action_just_pressed("shoot"):
var mybullet = %SceneManager.bulletFactory()
if not faceLeft:
mybullet.transform = right_target.global_transform
mybullet.setSpeed(400)
if faceLeft:
mybullet.transform = left_target.global_transform
mybullet.setSpeed(-400)
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if direction:
velocity.x = direction * SPEED
if direction > 0:
faceLeft = false
if direction < 0:
faceLeft = true
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else:
velocity.x = move_toward(velocity.x, 0, SPEED)
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if faceLeft:
playerSprite.flip_h = true
else:
playerSprite.flip_h = false
if is_on_floor():
isJumping = false
if direction == 0:
playerSprite.play("idle")
else:
playerSprite.play("run")
else:
if not isJumping:
playerSprite.play("jump")
isJumping = true
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move_and_slide()
if right_ray.is_colliding():
if not faceLeft:
var collider = right_ray.get_collider()
if collider is Node:
if collider.is_in_group("box"):
pushTarget = collider
pushRightEnabled = true
else:
pushRightEnabled = false
if left_ray.is_colliding():
if faceLeft:
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("box"):
pushTarget = collider
pushLeftEnabled = true
else:
pushLeftEnabled = false
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_FORCE)
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func _on_animation_finished() -> void:
if animPlaying == "hurt":
animPlaying = "idle"
if animPlaying == "death":
## emita custom signal
playerDead.emit()