cleaned up player code and animations a bit; mapped new colours onto veg assets

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torontocaper committed 2025-11-05 21:10:37 -05:00
1 parent f1d7c8968a
commit a57003ec24
7 files changed
+21 -41

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+1 -1
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@@ -2,7 +2,7 @@ extends Node2D
var coins_collected : int = 0
var total_coins : int = 0
var levels = ["res://scenes/game.tscn", "res://scenes/level_2.tscn", "res://scenes/level_3.tscn"]
var levels = ["res://scenes/level_1.tscn", "res://scenes/level_2.tscn", "res://scenes/level_3.tscn"]
var timers = [10, 15, 20]
var time_available : int = 0
var current_level = 0
+6 -11
View File
@@ -18,17 +18,17 @@ enum State {
PUNCH
}
const JUMP_VELOCITY = -500.0
const SPEED = 200.0
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
@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
var facing : FaceDirection = FaceDirection.RIGHT
var direction : float = 0.0
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
@@ -42,6 +42,7 @@ var shoot_cooldown_timer : Timer
func _ready() -> void:
jump_buffer_timer = Timer.new()
jump_buffer_timer.one_shot = true
add_child(jump_buffer_timer)
shoot_cooldown_timer = Timer.new()
shoot_cooldown_timer.one_shot = true
@@ -95,28 +96,22 @@ func handle_input() -> void:
current_state = State.SHOOT_RUN
else:
current_state = State.SHOOT_STILL
print("pew-pew")
match facing:
FaceDirection.RIGHT:
%SceneManager.make_bullet(right_spawn.global_transform, 700)
print("shoot right")
FaceDirection.LEFT:
%SceneManager.make_bullet(left_spawn.global_transform, -700)
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
if Input.is_action_just_pressed("throw"):
print("grenade!")
match facing:
FaceDirection.RIGHT:
%SceneManager.make_grenade(right_spawn.global_transform, 1.0)
print("throwing right")
FaceDirection.LEFT:
%SceneManager.make_grenade(left_spawn.global_transform, -1.0)
print("throwing left")
func handle_movement(delta) -> void:
# Left-right movement. Use acceleration for smoothing