added shooting animation; timer is a little broken

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torontocaper committed 2025-10-16 23:27:09 -04:00
1 parent 14146a476d
commit ffd98d163e
9 files changed
+302 -15

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+39 -11
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@@ -1,10 +1,12 @@
extends CharacterBody2D
class_name Player extends CharacterBody2D
## Character controller.
## TODO: fix bullet cooldown timer
const SPEED = 300.0
const JUMP_VELOCITY = -600.0
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 SHOVE_POWER := 200
@@ -14,9 +16,10 @@ enum State{IDLE, WALK, JUMP, FALLING}
var current_state: State = State.IDLE
var facing : FaceDirection = FaceDirection.RIGHT
var direction : float = 0.0
var jump_buffer_timer : Timer
var push_target : RigidBody2D
var push_enabled : bool = false
var jump_buffer_timer : Timer
var shoot_cooldown_timer : Timer
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@@ -27,6 +30,9 @@ var push_enabled : bool = false
func _ready() -> void:
jump_buffer_timer = Timer.new()
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:
handle_input()
@@ -65,14 +71,22 @@ func handle_input() -> void:
# Handle shooting
if Input.is_action_just_pressed("shoot"):
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")
if shoot_cooldown_timer.time_left == 0:
if velocity.x:
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"):
@@ -152,6 +166,16 @@ func update_state() -> void:
current_state = State.IDLE
else:
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:
match facing:
@@ -168,3 +192,7 @@ func update_animation() -> void:
player_sprite.play("jump")
State.FALLING:
player_sprite.play("fall")
State.SHOOT_STILL:
player_sprite.play("shoot_still")
State.SHOOT_RUN:
player_sprite.play("shoot_run")