SeptemberGameAB/scripts/player.gd

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GDScript3
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class_name Player
extends CharacterBody2D
## Character controller.
##
## Controls the player character in this 2D side-scrolling platformer
signal player_died
enum FaceDirection {
LEFT,
RIGHT
}
enum State {
IDLE,
RUN,
JUMP,
FALL,
SHOOT_STILL,
SHOOT_RUN,
PUNCH,
HURT,
DIE
}
const JUMP_VELOCITY := -500.0 ## Power applied for jumping
const SPEED := 200.0 ## (Max) movement speed
@export var BUMP_POWER := 50 ## Power from bumping into objects
@export var PUNCH_POWER := 300 ## Power from shoving objects
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@export var ACCELERATION := 10 ## Amount of "slide-y-ness" in side-to-side-movement
@export var HARD_GRAVITY := 2 ## Factor applied during FALL state
var current_state: State = State.IDLE ## Player state for FSM
var facing : FaceDirection = FaceDirection.RIGHT ## Facing direction for animation orientation
var direction : float = 0.0
var punch_target : RigidBody2D
var punch_enabled : bool = false
var jump_buffer_timer : Timer
var shoot_cooldown_timer : Timer
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
@onready var player_sprite: AnimatedSprite2D = $PlayerSprite
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func _ready() -> void:
jump_buffer_timer = Timer.new()
jump_buffer_timer.one_shot = true
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add_child(jump_buffer_timer)
shoot_cooldown_timer = Timer.new()
shoot_cooldown_timer.one_shot = true
add_child(shoot_cooldown_timer)
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func _physics_process(delta: float) -> void:
if current_state != State.HURT and current_state != State.DIE:
handle_input()
move_and_slide()
handle_movement(delta)
handle_collisions()
update_state()
update_animation()
update_debug()
func handle_damage(_health, _max_health) -> void:
current_state = State.HURT
func handle_death() -> void:
current_state = State.DIE
func handle_input() -> void:
# Handle jumping.
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if Input.is_action_just_pressed("jump"):
jump_buffer_timer.start(0.1)
if is_on_floor() and jump_buffer_timer.time_left > 0:
velocity.y = JUMP_VELOCITY
current_state = State.JUMP
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jump_buffer_timer.stop()
# Set direction.
direction = Input.get_axis("move_left", "move_right")
if direction < 0:
facing = FaceDirection.LEFT
if direction > 0:
facing = FaceDirection.RIGHT
# Handle shoving.
if Input.is_action_just_pressed("punch"):
print_debug("Trying to punch")
if punch_enabled == true:
print_debug("Punching enabled")
var punch_direction : int
match facing:
FaceDirection.RIGHT:
punch_direction = 1
FaceDirection.LEFT:
punch_direction = -1
print_debug("Punching %s" % punch_target.name)
current_state = State.PUNCH
punch_target.apply_central_impulse(Vector2(punch_direction, 0) * PUNCH_POWER)
# Handle shooting
if Input.is_action_just_pressed("shoot"):
if shoot_cooldown_timer.time_left == 0:
if velocity.x:
current_state = State.SHOOT_RUN
else:
current_state = State.SHOOT_STILL
match facing:
FaceDirection.RIGHT:
%SceneManager.make_bullet(right_spawn.global_transform, 700)
FaceDirection.LEFT:
%SceneManager.make_bullet(left_spawn.global_transform, -700)
shoot_cooldown_timer.start(0.2)
else:
print("can't shoot right now because there are %s seconds left in the cooldown timer" % shoot_cooldown_timer.time_left)
# Handle throwing grenades
if Input.is_action_just_pressed("throw"):
match facing:
FaceDirection.RIGHT:
%SceneManager.make_grenade(right_spawn.global_transform, 1.0)
FaceDirection.LEFT:
%SceneManager.make_grenade(left_spawn.global_transform, -1.0)
func handle_movement(delta) -> void:
# Left-right movement. Use acceleration for smoothing
if direction:
velocity.x = move_toward(velocity.x, SPEED * direction, ACCELERATION)
else:
velocity.x = move_toward(velocity.x, 0, ACCELERATION)
if not is_on_floor():
# Add gravity.
if current_state == State.JUMP:
# Character is jumping; apply normal gravity
velocity += get_gravity() * delta
if velocity.y > 0:
current_state = State.FALL
else:
# Character falling; apply hard gravity
current_state = State.FALL
velocity += get_gravity() * HARD_GRAVITY * delta
func handle_collisions() -> void:
for i in get_slide_collision_count():
var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D and c.get_collider() is not Grenade:
c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_POWER)
if right_cast.is_colliding() and facing == FaceDirection.RIGHT:
#print_debug("Colliding with something to the right")
var collider = right_cast.get_collider()
#print_debug("Colliding with %s " % collider.name)
if collider is Node and collider is RigidBody2D and collider.is_in_group("punchable"):
#print_debug("We have a punch target")
punch_target = collider
punch_enabled = true
if left_cast.is_colliding() and facing == FaceDirection.LEFT:
#print_debug("Colliding with something to the left")
var collider = left_cast.get_collider()
#print_debug("Colliding with %s " % collider.name)
if collider is Node and collider is RigidBody2D and collider.is_in_group("punchable"):
print_debug("We have a punch target")
punch_target = collider
punch_enabled = true
if not right_cast.is_colliding() and not left_cast.is_colliding():
punch_enabled = false
func update_state() -> void:
match current_state:
# If player is moving left or right
State.IDLE when velocity.x !=0:
current_state = State.RUN
# If player stops walking, or starts falling
State.RUN:
# If not moving left or right
if velocity.x == 0:
current_state = State.IDLE
# If falling
if not is_on_floor() and velocity.y > 0:
current_state = State.FALL
# When jump peaks, we start to fall
State.JUMP when velocity.y > 0:
current_state = State.FALL
# Player lands, either still or moving
State.FALL when is_on_floor():
if velocity.x == 0:
current_state = State.IDLE
else:
current_state = State.RUN
# Player shooting
State.SHOOT_STILL:
await player_sprite.animation_finished
current_state = State.IDLE
# Player shooting while moving
State.SHOOT_RUN:
await player_sprite.animation_finished
current_state = State.RUN
# Player shoving
State.PUNCH:
await player_sprite.animation_finished
current_state = State.IDLE
State.HURT:
await player_sprite.animation_finished
current_state = State.IDLE
State.DIE:
await player_sprite.animation_finished
player_died.emit()
func update_animation() -> void:
match facing:
FaceDirection.LEFT:
player_sprite.flip_h = true
FaceDirection.RIGHT:
player_sprite.flip_h = false
match current_state:
State.IDLE:
player_sprite.play("idle")
State.RUN:
player_sprite.play("run")
State.JUMP:
player_sprite.play("jump")
State.FALL:
player_sprite.play("fall")
State.SHOOT_STILL:
player_sprite.play("shoot_still")
State.SHOOT_RUN:
player_sprite.play("shoot_run")
State.PUNCH:
player_sprite.play("punch")
State.HURT:
player_sprite.play("hurt")
State.DIE:
player_sprite.play("die")
func update_debug():
%StateLabel.text = "Current state: %s" % State.keys()[current_state]