2020-09-14 15:21:59 +00:00
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extends KinematicBody2D
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class_name Player
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2020-09-27 03:18:34 +00:00
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2020-09-17 17:44:48 +00:00
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export var run_speed := 100.0
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export var jump_power := 180.0
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export var gravity: = 500.0
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export var max_gravity:= 450.0
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2020-09-14 15:21:59 +00:00
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export var respawn_position:=Vector2.ZERO
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2020-09-15 23:17:10 +00:00
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export var wall_slide_friction:=.2
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export var wall_jump_speed_factor := Vector2(2.5 ,.85)
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2020-09-17 17:44:48 +00:00
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export var dash_thrust = 500.0
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export var max_wall_slide_gravity := 100.0
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var LandingDust = load("res://src/Actors/LandingDust.tscn")
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var JumpDust = load("res://src/Actors/JumpDust.tscn")
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2020-09-14 15:21:59 +00:00
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signal landed
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signal jumping
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signal died
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var _velocity: Vector2 = Vector2.ZERO
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var _landing_position:Vector2 = Vector2.ZERO
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var _in_air = false;
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2020-09-15 23:17:10 +00:00
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var _is_wall_jumping := false
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2020-09-14 15:21:59 +00:00
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var _alive := false;
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2020-09-15 23:17:10 +00:00
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var _is_wall_sliding := false;
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var _is_dashing := false;
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var _can_dash := true;
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2020-09-27 03:18:34 +00:00
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var _is_attaking := false;
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enum Direction{
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RIGHT = 1,
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LEFT = -1
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}
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export var abilities:= {
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"dash": false,
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"wall_jump": false,
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"attack": false
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}
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2020-09-14 15:21:59 +00:00
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func _ready() -> void:
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$AnimationPlayer.play("fade_in")
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respawn_position = position
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func _physics_process(delta: float) -> void:
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if _alive:
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2020-09-15 23:17:10 +00:00
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var is_jump_canceled: = Input.is_action_just_released("jump") and !_is_wall_jumping and _velocity.y < 0.0
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2020-09-14 15:21:59 +00:00
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var direction: = get_direction()
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2020-09-17 19:19:46 +00:00
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var prev_wall_slide_state = _is_wall_sliding
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2020-09-27 03:18:34 +00:00
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_is_wall_sliding = _velocity.y >=0 and is_on_wall() and _in_air
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2020-09-15 23:17:10 +00:00
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_velocity = calculate_move_velocity(direction,is_jump_canceled, delta)
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2020-09-17 19:19:46 +00:00
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if _is_wall_sliding and not prev_wall_slide_state:
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_velocity.y=0
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2020-09-14 15:21:59 +00:00
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_velocity = move_and_slide(_velocity, Vector2.UP)
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update_sprite(direction)
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2020-09-15 23:17:10 +00:00
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if is_on_floor() and !_is_dashing: _can_dash = true;
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if is_on_floor() and _in_air and !_is_dashing:
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2020-09-17 17:44:48 +00:00
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var dust = LandingDust.instance()
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dust.position = position
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get_parent().add_child(dust)
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2020-09-14 15:21:59 +00:00
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_in_air = false
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2020-09-15 23:17:10 +00:00
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_is_wall_jumping = false
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2020-09-14 15:21:59 +00:00
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emit_signal("landed", position)
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2020-09-15 23:17:10 +00:00
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if _is_wall_sliding:
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_is_wall_jumping = false
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2020-09-14 15:21:59 +00:00
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func get_direction() -> Vector2:
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2020-09-27 03:18:34 +00:00
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var right_strength = min(Input.get_action_strength("direction_right") , 1)
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var left_strength = min(Input.get_action_strength("direction_left"), 1)
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2020-09-14 15:21:59 +00:00
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return Vector2(
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2020-09-27 03:18:34 +00:00
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right_strength - left_strength if _in_air or not _is_attaking else 0,
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2020-09-17 16:06:57 +00:00
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-1.0 if Input.is_action_just_pressed("jump") and (is_on_floor() or _is_wall_sliding) else 1.0
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2020-09-14 15:21:59 +00:00
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)
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2020-09-15 23:17:10 +00:00
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func calculate_move_velocity(direction:Vector2, is_jump_canceled:bool, delta:float)->Vector2:
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var output: = _velocity
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var current_gravity = gravity * wall_slide_friction if _is_wall_sliding else gravity
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output.x = lerp(_velocity.x, run_speed * direction.x, .09 if _in_air else .5)
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output.y += current_gravity * delta
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if direction.y == -1.0: # we are jumping
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2020-09-14 15:21:59 +00:00
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_in_air = true
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2020-09-15 23:17:10 +00:00
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if _is_wall_sliding:
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# wall jump
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2020-09-27 03:18:34 +00:00
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var walljump__x_direction = -1 * direction.x
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2020-09-15 23:17:10 +00:00
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_is_wall_jumping = true
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2020-09-27 03:18:34 +00:00
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var desired = (run_speed * wall_jump_speed_factor.x * walljump__x_direction)
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2020-09-15 23:17:10 +00:00
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output.x = desired
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output.y = jump_power * wall_jump_speed_factor.y * direction.y
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else:
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#jump
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output.y = jump_power * direction.y
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2020-09-17 17:44:48 +00:00
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var dust = JumpDust.instance()
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dust.position = position;
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get_parent().add_child(dust)
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2020-09-14 15:21:59 +00:00
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emit_signal("jumping", position)
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2020-09-17 17:44:48 +00:00
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2020-09-15 23:17:10 +00:00
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if not _is_dashing:
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if is_jump_canceled:
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output.y = 0
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2020-09-17 17:44:48 +00:00
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if output.y < max_gravity * -1:
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output.y = max_gravity
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2020-09-15 23:17:10 +00:00
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if output.y > 0 and !is_on_floor():
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_in_air = true;
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if _is_dashing:
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return _velocity
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2020-09-17 17:44:48 +00:00
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if _is_wall_sliding and output.y > max_wall_slide_gravity:
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output.y = max_wall_slide_gravity
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2020-09-15 23:17:10 +00:00
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var dash_velocity := Vector2(
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2020-09-27 03:18:34 +00:00
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$Sprite.scale.x * dash_thrust,
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2020-09-15 23:17:10 +00:00
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0
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)
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2020-09-18 19:48:52 +00:00
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if Input.is_action_just_pressed("dash") and _can_dash:
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2020-09-15 23:17:10 +00:00
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_can_dash = false
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_is_dashing = true # turn off gravity while dashing
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2020-09-18 19:48:52 +00:00
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# Wall dash first
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if _is_wall_sliding:
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2020-09-27 03:18:34 +00:00
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dash_velocity.x = $Sprite.scale.x * dash_thrust * -1
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2020-09-18 19:48:52 +00:00
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2020-09-17 15:37:03 +00:00
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if dash_velocity.x < 0 :
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$DashParticlesLeft.emitting = true;
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else:
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$DashParticlesRight.emitting = true
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2020-09-18 19:48:52 +00:00
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output = dash_velocity
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2020-09-15 23:17:10 +00:00
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$DashTimeout.start()
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2020-09-14 15:21:59 +00:00
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return output;
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func _respawn():
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position = respawn_position
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_velocity = Vector2.ZERO
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$AnimationPlayer.play("fade_in")
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func _revive():
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_alive = true
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2020-09-17 16:06:57 +00:00
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2020-09-14 15:21:59 +00:00
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2020-09-18 19:48:52 +00:00
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func update_sprite(_direction:Vector2) -> void:
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2020-09-14 15:21:59 +00:00
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var air_animation = "jump" if _velocity.y <= 0 else "fall"
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2020-09-27 03:18:34 +00:00
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if _is_attaking: return
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var attack = Input.is_action_just_pressed("attack") and abilities.attack
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2020-09-15 23:17:10 +00:00
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if _velocity.x > .5 and not _is_wall_sliding:
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2020-09-27 03:18:34 +00:00
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$Sprite.scale = Vector2(1,1)
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2020-09-14 15:21:59 +00:00
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$AnimationPlayer.play("run" if is_on_floor() else air_animation)
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2020-09-15 23:17:10 +00:00
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elif _velocity.x < -.5 and not _is_wall_sliding:
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2020-09-27 03:18:34 +00:00
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$Sprite.scale = Vector2(-1,1)
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2020-09-14 15:21:59 +00:00
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$AnimationPlayer.play("run" if is_on_floor() else air_animation)
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else:
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2020-09-15 23:17:10 +00:00
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if not _in_air: $AnimationPlayer.play("idle")
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if _is_wall_sliding:
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$AnimationPlayer.play("wall_slide")
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return
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2020-09-27 03:18:34 +00:00
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if attack:
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_is_attaking = true
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2020-09-28 21:18:07 +00:00
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AudioManager.play_sfx(AudioManager.Sfx.PLAYER_ATTACK)
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2020-09-27 03:18:34 +00:00
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var attack_animation = "attack_right" if $Sprite.scale.x > 0 else "attack_left"
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$AnimationPlayer.play(attack_animation)
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$AnimationPlayer.playback_speed = 2.5
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$AnimationPlayer.seek(0)
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yield($AnimationPlayer, "animation_finished")
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$AnimationPlayer.playback_speed = 1
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_is_attaking = false
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return
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2020-09-15 23:17:10 +00:00
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if _in_air:
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2020-09-14 15:21:59 +00:00
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$AnimationPlayer.play(air_animation)
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2020-09-15 23:17:10 +00:00
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return
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if _is_dashing:
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$AnimationPlayer.play("jump")
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2020-09-18 19:48:52 +00:00
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return
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2020-09-27 03:18:34 +00:00
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2020-09-14 15:21:59 +00:00
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func _on_die_animation_done():
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emit_signal("died")
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_respawn()
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func die():
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_alive = false
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$AnimationPlayer.play("die")
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2020-09-27 03:18:34 +00:00
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func setAbility(ability:String, enabled:bool=false):
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if ability == 'dash':
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abilities.dash = enabled
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elif ability == 'wall_jump':
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abilities.wall_jump = enabled
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elif ability == 'attack':
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abilities.attack = enabled
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else:
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pass
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2020-09-15 23:17:10 +00:00
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func _on_DashTimeout_timeout() -> void:
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2020-09-17 15:37:03 +00:00
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$DashParticlesLeft.emitting = false
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$DashParticlesRight.emitting = false
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2020-09-15 23:17:10 +00:00
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_velocity.x = run_speed * _velocity.normalized().x;
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_is_dashing = false
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pass # Replace with function body.
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2020-09-27 03:18:34 +00:00
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func _on_SordRange_body_entered(body: Node) -> void:
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if body.is_in_group("Enemies"):
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body.take_damage($Sprite.scale.x)
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pass # Replace with function body.
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