added state handling, animation, camera; changed resolution

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torontocaper committed 2025-10-15 22:42:47 -04:00
1 parent c5b67bc07c
commit 14146a476d
4 files changed
+100 -32

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+70 -12
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@@ -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")