199 lines
5.7 KiB
GDScript
199 lines
5.7 KiB
GDScript
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 = 200.0
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const JUMP_VELOCITY = -500.0
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enum FaceDirection{LEFT, RIGHT}
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enum State{IDLE, WALK, JUMP, FALLING, SHOOT_STILL, SHOOT_RUN}
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@export var BUMP_POWER := 50
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@export var SHOVE_POWER := 300
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@export var ACCELERATION := 10 ## Amount of "slide-y-ness" in side-to-side-movement
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@export var HARD_GRAVITY := 2
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var current_state: State = State.IDLE
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var facing : FaceDirection = FaceDirection.RIGHT
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var direction : float = 0.0
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var push_target : RigidBody2D
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var push_enabled : bool = false
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var jump_buffer_timer : Timer
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var shoot_cooldown_timer : Timer
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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: Marker2D = $RightSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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@onready var player_sprite: AnimatedSprite2D = $PlayerSprite
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func _ready() -> void:
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jump_buffer_timer = Timer.new()
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add_child(jump_buffer_timer)
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shoot_cooldown_timer = Timer.new()
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shoot_cooldown_timer.one_shot = true
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add_child(shoot_cooldown_timer)
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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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move_and_slide()
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handle_collisions()
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update_state()
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update_animation()
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func handle_input() -> void:
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# Handle jumping.
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if Input.is_action_just_pressed("jump"):
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jump_buffer_timer.start(0.1)
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if is_on_floor() and jump_buffer_timer.time_left > 0:
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velocity.y = JUMP_VELOCITY
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current_state = State.JUMP
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jump_buffer_timer.stop()
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# Set direction.
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direction = Input.get_axis("move_left", "move_right")
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if direction < 0:
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facing = FaceDirection.LEFT
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if direction > 0:
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facing = FaceDirection.RIGHT
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# Handle shoving.
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if Input.is_action_just_pressed("shove") and push_enabled == true:
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var shove_direction : int
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match facing:
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FaceDirection.RIGHT:
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shove_direction = 1
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FaceDirection.LEFT:
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shove_direction = -1
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push_target.apply_central_impulse(Vector2(shove_direction, 0) * SHOVE_POWER)
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# Handle shooting
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if Input.is_action_just_pressed("shoot"):
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if shoot_cooldown_timer.time_left == 0:
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if velocity.x:
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current_state = State.SHOOT_RUN
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else:
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current_state = State.SHOOT_STILL
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print("pew-pew")
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.make_bullet(right_spawn.global_transform, 700)
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print("shoot right")
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FaceDirection.LEFT:
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%SceneManager.make_bullet(left_spawn.global_transform, -700)
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print("shoot left")
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shoot_cooldown_timer.start(0.2)
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else:
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print("can't shoot right now because there are %s seconds left in the cooldown timer" % shoot_cooldown_timer.time_left)
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# Handle throwing grenades
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if Input.is_action_just_pressed("throw"):
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print("grenade!")
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.make_grenade(right_spawn.global_transform, 1.0)
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print("throwing right")
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FaceDirection.LEFT:
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%SceneManager.make_grenade(left_spawn.global_transform, -1.0)
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print("throwing left")
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func handle_movement(delta) -> void:
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# Left-right movement. Use acceleration for smoothing
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if direction:
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velocity.x = move_toward(velocity.x, SPEED * direction, ACCELERATION)
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else:
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velocity.x = move_toward(velocity.x, 0, ACCELERATION)
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if not is_on_floor():
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# Add gravity.
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if current_state == State.JUMP:
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# Character is jumping; apply normal gravity
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velocity += get_gravity() * delta
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if velocity.y > 0:
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current_state = State.FALLING
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else:
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# Character falling; apply hard gravity
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current_state = State.FALLING
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velocity += get_gravity() * HARD_GRAVITY * delta
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func handle_collisions() -> void:
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D and c.get_collider() is not Grenade:
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c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_POWER)
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if right_cast.is_colliding() and facing == FaceDirection.RIGHT:
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var collider = right_cast.get_collider()
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# check if this is OK
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if collider is Node and collider is RigidBody2D and collider.is_in_group("pushable"):
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push_target = collider
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push_enabled = true
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if left_cast.is_colliding() and facing == FaceDirection.LEFT:
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var collider = left_cast.get_collider()
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if collider is Node and collider is RigidBody2D and collider.is_in_group("pushable"):
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push_target = collider
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push_enabled = true
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if not right_cast.is_colliding() and not left_cast.is_colliding():
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push_enabled = false
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func update_state() -> void:
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match current_state:
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# If player is moving left or right
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State.IDLE when velocity.x !=0:
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current_state = State.WALK
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# If player stops walking, or starts falling
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State.WALK:
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# If not moving left or right
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if velocity.x == 0:
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current_state = State.IDLE
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# If falling
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if not is_on_floor() and velocity.y > 0:
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current_state = State.FALLING
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# When jump peaks, we start to fall
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State.JUMP when velocity.y > 0:
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current_state = State.FALLING
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# Player lands, either still or moving
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State.FALLING when is_on_floor():
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if velocity.x == 0:
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current_state = State.IDLE
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else:
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current_state = State.WALK
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# Player shooting
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State.SHOOT_STILL:
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await player_sprite.animation_finished
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current_state = State.IDLE
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# Player shooting while moving
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State.SHOOT_RUN:
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await player_sprite.animation_finished
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current_state = State.WALK
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func update_animation() -> void:
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match facing:
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FaceDirection.LEFT:
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player_sprite.flip_h = true
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FaceDirection.RIGHT:
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player_sprite.flip_h = false
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match current_state:
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State.IDLE:
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player_sprite.play("idle")
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State.WALK:
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player_sprite.play("run")
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State.JUMP:
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player_sprite.play("jump")
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State.FALLING:
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player_sprite.play("fall")
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State.SHOOT_STILL:
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player_sprite.play("shoot_still")
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State.SHOOT_RUN:
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player_sprite.play("shoot_run")
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