added state handling, animation, camera; changed resolution
This commit is contained in:
parent
c5b67bc07c
commit
14146a476d
@ -15,6 +15,14 @@ run/main_scene="uid://cueixogtk70go"
|
||||
config/features=PackedStringArray("4.5", "Forward Plus")
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/viewport_width=640
|
||||
window/size/viewport_height=360
|
||||
window/size/window_width_override=1280
|
||||
window/size/window_height_override=720
|
||||
window/stretch/mode="viewport"
|
||||
|
||||
[file_customization]
|
||||
|
||||
folder_colors={
|
||||
|
||||
@ -20,8 +20,10 @@ script = ExtResource("2_iywne")
|
||||
|
||||
[node name="Player" parent="." instance=ExtResource("3_lnu2h")]
|
||||
position = Vector2(84, 58)
|
||||
BUMP_POWER = 50
|
||||
BUMP_POWER = null
|
||||
SHOVE_POWER = 400
|
||||
ACCELERATION = 10
|
||||
HARD_GRAVITY = 2
|
||||
|
||||
[node name="Block" type="StaticBody2D" parent="."]
|
||||
position = Vector2(136, 339)
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=28 format=3 uid="uid://d3y1iqmpknpyo"]
|
||||
[gd_scene load_steps=27 format=3 uid="uid://d3y1iqmpknpyo"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://d3hp5rjoph7hg" path="res://scripts/player.gd" id="1_3vyb7"]
|
||||
[ext_resource type="Texture2D" uid="uid://dr3rp5hv7rexv" path="res://graphics/player_idle/Player Idle 48x48.png" id="2_g2els"]
|
||||
@ -9,6 +9,10 @@
|
||||
radius = 6.0
|
||||
height = 32.0
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"]
|
||||
atlas = ExtResource("3_dqkch")
|
||||
region = Rect2(96, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_qhqgy"]
|
||||
atlas = ExtResource("2_g2els")
|
||||
region = Rect2(0, 0, 48, 48)
|
||||
@ -53,14 +57,6 @@ region = Rect2(432, 0, 48, 48)
|
||||
atlas = ExtResource("3_dqkch")
|
||||
region = Rect2(0, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_f1ej7"]
|
||||
atlas = ExtResource("3_dqkch")
|
||||
region = Rect2(48, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"]
|
||||
atlas = ExtResource("3_dqkch")
|
||||
region = Rect2(96, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_a8ls1"]
|
||||
atlas = ExtResource("4_qlg0r")
|
||||
region = Rect2(0, 0, 48, 48)
|
||||
@ -97,6 +93,14 @@ region = Rect2(336, 0, 48, 48)
|
||||
animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_oprun")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"fall",
|
||||
"speed": 15.0
|
||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_qhqgy")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
@ -133,14 +137,8 @@ animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_jej6c")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_f1ej7")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_oprun")
|
||||
}],
|
||||
"loop": false,
|
||||
"loop": true,
|
||||
"name": &"jump",
|
||||
"speed": 15.0
|
||||
}, {
|
||||
@ -195,8 +193,10 @@ position = Vector2(10, -4)
|
||||
[node name="LeftSpawn" type="Marker2D" parent="."]
|
||||
position = Vector2(-10, -4)
|
||||
|
||||
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
|
||||
[node name="PlayerSprite" type="AnimatedSprite2D" parent="."]
|
||||
sprite_frames = SubResource("SpriteFrames_3vyb7")
|
||||
animation = &"run"
|
||||
animation = &"jump"
|
||||
autoplay = "idle"
|
||||
frame_progress = 0.6462772
|
||||
|
||||
[node name="Camera2D" type="Camera2D" parent="."]
|
||||
position_smoothing_enabled = true
|
||||
|
||||
@ -4,10 +4,14 @@ const SPEED = 300.0
|
||||
const JUMP_VELOCITY = -600.0
|
||||
|
||||
enum FaceDirection{LEFT, RIGHT}
|
||||
enum State{IDLE, WALK, JUMP, FALLING}
|
||||
|
||||
@export var BUMP_POWER = 50
|
||||
@export var SHOVE_POWER = 200
|
||||
@export var BUMP_POWER := 50
|
||||
@export var SHOVE_POWER := 200
|
||||
@export var ACCELERATION := 5
|
||||
@export var HARD_GRAVITY := 100
|
||||
|
||||
var current_state: State = State.IDLE
|
||||
var facing : FaceDirection = FaceDirection.RIGHT
|
||||
var direction : float = 0.0
|
||||
var jump_buffer_timer : Timer
|
||||
@ -18,6 +22,7 @@ var push_enabled : bool = false
|
||||
@onready var left_cast: RayCast2D = $LeftCast
|
||||
@onready var right_spawn: Marker2D = $RightSpawn
|
||||
@onready var left_spawn: Marker2D = $LeftSpawn
|
||||
@onready var player_sprite: AnimatedSprite2D = $PlayerSprite
|
||||
|
||||
func _ready() -> void:
|
||||
jump_buffer_timer = Timer.new()
|
||||
@ -28,15 +33,17 @@ func _physics_process(delta: float) -> void:
|
||||
handle_movement(delta)
|
||||
move_and_slide()
|
||||
handle_collisions()
|
||||
update_state()
|
||||
update_animation()
|
||||
|
||||
func handle_input() -> void:
|
||||
|
||||
# Handle jumping.
|
||||
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
|
||||
jump_buffer_timer.stop()
|
||||
|
||||
# Set direction.
|
||||
@ -55,8 +62,8 @@ func handle_input() -> void:
|
||||
FaceDirection.LEFT:
|
||||
shove_direction = -1
|
||||
push_target.apply_central_impulse(Vector2(shove_direction, 0) * SHOVE_POWER)
|
||||
|
||||
# Handle shooting.eee
|
||||
|
||||
# Handle shooting
|
||||
if Input.is_action_just_pressed("shoot"):
|
||||
print("pew-pew")
|
||||
match facing:
|
||||
@ -66,7 +73,8 @@ func handle_input() -> void:
|
||||
FaceDirection.LEFT:
|
||||
%SceneManager.make_bullet(left_spawn.global_transform, -700)
|
||||
print("shoot left")
|
||||
|
||||
|
||||
# Handle throwing grenades
|
||||
if Input.is_action_just_pressed("throw"):
|
||||
print("grenade!")
|
||||
match facing:
|
||||
@ -78,15 +86,23 @@ func handle_input() -> void:
|
||||
print("throwing left")
|
||||
|
||||
func handle_movement(delta) -> void:
|
||||
# Left-right movement.
|
||||
# Left-right movement. Use acceleration for smoothing
|
||||
if direction:
|
||||
velocity.x = direction * SPEED
|
||||
velocity.x = move_toward(velocity.x, SPEED * direction, ACCELERATION)
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
|
||||
# Add gravity.
|
||||
velocity.x = move_toward(velocity.x, 0, ACCELERATION)
|
||||
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
# Add gravity.
|
||||
if current_state == State.JUMP:
|
||||
# Character is jumping; apply normal gravity
|
||||
velocity += get_gravity() * delta
|
||||
if velocity.y > 0:
|
||||
current_state = State.FALLING
|
||||
else:
|
||||
# Character falling; apply hard gravity
|
||||
current_state = State.FALLING
|
||||
velocity += get_gravity() * HARD_GRAVITY * delta
|
||||
|
||||
func handle_collisions() -> void:
|
||||
|
||||
@ -110,3 +126,45 @@ func handle_collisions() -> void:
|
||||
|
||||
if not right_cast.is_colliding() and not left_cast.is_colliding():
|
||||
push_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.WALK
|
||||
|
||||
# If player stops walking, or starts falling
|
||||
State.WALK:
|
||||
# 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.FALLING
|
||||
|
||||
# When jump peaks, we start to fall
|
||||
State.JUMP when velocity.y > 0:
|
||||
current_state = State.FALLING
|
||||
|
||||
# Player lands, either still or moving
|
||||
State.FALLING when is_on_floor():
|
||||
if velocity.x == 0:
|
||||
current_state = State.IDLE
|
||||
else:
|
||||
current_state = State.WALK
|
||||
|
||||
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.WALK:
|
||||
player_sprite.play("run")
|
||||
State.JUMP:
|
||||
player_sprite.play("jump")
|
||||
State.FALLING:
|
||||
player_sprite.play("fall")
|
||||
|
||||
Loading…
Reference in New Issue
Block a user