added shooting animation; timer is a little broken
This commit is contained in:
parent
14146a476d
commit
ffd98d163e
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@ -11,6 +11,7 @@ config_version=5
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@ -170,6 +244,70 @@ animations = [{
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}]
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[node name="Player" type="CharacterBody2D"]
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[node name="Player" type="CharacterBody2D"]
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@ -188,14 +326,14 @@ target_position = Vector2(50, 0)
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target_position = Vector2(-50, 0)
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target_position = Vector2(-50, 0)
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position = Vector2(-16, -7)
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sprite_frames = SubResource("SpriteFrames_3vyb7")
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sprite_frames = SubResource("SpriteFrames_3vyb7")
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animation = &"jump"
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animation = &"shoot_run"
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autoplay = "idle"
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autoplay = "idle"
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[node name="Camera2D" type="Camera2D" parent="."]
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[node name="Camera2D" type="Camera2D" parent="."]
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@ -1,10 +1,12 @@
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extends CharacterBody2D
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class_name Player extends CharacterBody2D
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## Character controller.
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## TODO: fix bullet cooldown timer
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const SPEED = 300.0
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const SPEED = 300.0
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const JUMP_VELOCITY = -600.0
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const JUMP_VELOCITY = -600.0
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|
||||||
enum FaceDirection{LEFT, RIGHT}
|
enum FaceDirection{LEFT, RIGHT}
|
||||||
enum State{IDLE, WALK, JUMP, FALLING}
|
enum State{IDLE, WALK, JUMP, FALLING, SHOOT_STILL, SHOOT_RUN}
|
||||||
|
|
||||||
@export var BUMP_POWER := 50
|
@export var BUMP_POWER := 50
|
||||||
@export var SHOVE_POWER := 200
|
@export var SHOVE_POWER := 200
|
||||||
@ -14,9 +16,10 @@ enum State{IDLE, WALK, JUMP, FALLING}
|
|||||||
var current_state: State = State.IDLE
|
var current_state: State = State.IDLE
|
||||||
var facing : FaceDirection = FaceDirection.RIGHT
|
var facing : FaceDirection = FaceDirection.RIGHT
|
||||||
var direction : float = 0.0
|
var direction : float = 0.0
|
||||||
var jump_buffer_timer : Timer
|
|
||||||
var push_target : RigidBody2D
|
var push_target : RigidBody2D
|
||||||
var push_enabled : bool = false
|
var push_enabled : bool = false
|
||||||
|
var jump_buffer_timer : Timer
|
||||||
|
var shoot_cooldown_timer : Timer
|
||||||
|
|
||||||
@onready var right_cast: RayCast2D = $RightCast
|
@onready var right_cast: RayCast2D = $RightCast
|
||||||
@onready var left_cast: RayCast2D = $LeftCast
|
@onready var left_cast: RayCast2D = $LeftCast
|
||||||
@ -27,6 +30,9 @@ var push_enabled : bool = false
|
|||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
jump_buffer_timer = Timer.new()
|
jump_buffer_timer = Timer.new()
|
||||||
add_child(jump_buffer_timer)
|
add_child(jump_buffer_timer)
|
||||||
|
shoot_cooldown_timer = Timer.new()
|
||||||
|
shoot_cooldown_timer.one_shot = true
|
||||||
|
add_child(shoot_cooldown_timer)
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
handle_input()
|
handle_input()
|
||||||
@ -65,6 +71,11 @@ func handle_input() -> void:
|
|||||||
|
|
||||||
# Handle shooting
|
# Handle shooting
|
||||||
if Input.is_action_just_pressed("shoot"):
|
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
|
||||||
print("pew-pew")
|
print("pew-pew")
|
||||||
match facing:
|
match facing:
|
||||||
FaceDirection.RIGHT:
|
FaceDirection.RIGHT:
|
||||||
@ -73,6 +84,9 @@ func handle_input() -> void:
|
|||||||
FaceDirection.LEFT:
|
FaceDirection.LEFT:
|
||||||
%SceneManager.make_bullet(left_spawn.global_transform, -700)
|
%SceneManager.make_bullet(left_spawn.global_transform, -700)
|
||||||
print("shoot left")
|
print("shoot left")
|
||||||
|
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
|
# Handle throwing grenades
|
||||||
if Input.is_action_just_pressed("throw"):
|
if Input.is_action_just_pressed("throw"):
|
||||||
@ -153,6 +167,16 @@ func update_state() -> void:
|
|||||||
else:
|
else:
|
||||||
current_state = State.WALK
|
current_state = State.WALK
|
||||||
|
|
||||||
|
# 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.WALK
|
||||||
|
|
||||||
func update_animation() -> void:
|
func update_animation() -> void:
|
||||||
match facing:
|
match facing:
|
||||||
FaceDirection.LEFT:
|
FaceDirection.LEFT:
|
||||||
@ -168,3 +192,7 @@ func update_animation() -> void:
|
|||||||
player_sprite.play("jump")
|
player_sprite.play("jump")
|
||||||
State.FALLING:
|
State.FALLING:
|
||||||
player_sprite.play("fall")
|
player_sprite.play("fall")
|
||||||
|
State.SHOOT_STILL:
|
||||||
|
player_sprite.play("shoot_still")
|
||||||
|
State.SHOOT_RUN:
|
||||||
|
player_sprite.play("shoot_run")
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user