315 lines
9 KiB
GDScript
315 lines
9 KiB
GDScript
extends KinematicBody2D
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class_name Player
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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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export var respawn_position:=Vector2.ZERO
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export var wall_slide_friction:=.2
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export var wall_jump_speed_factor := Vector2(1 ,.8)
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export var dash_thrust = 550.0
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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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var LightBeam = load("res://src/Actors/LightBeam.tscn")
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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 _is_wall_jumping := false
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var _alive := true
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var _can_dash := true
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var _is_jump_canceled := false
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var _direction := Vector2.ZERO
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var _falling_start_position := .0
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enum States {
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IDLE,
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IN_AIR,
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DASHING,
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WALL_SLIDING,
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ATTACKING
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}
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var _state = States.IDLE
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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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"light_beam": false
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}
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func _ready() -> void:
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respawn_position = position
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_falling_start_position = respawn_position.y
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$AnimationPlayer.play("idle")
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func _physics_process(delta: float) -> void:
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if _alive:
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_update_state()
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_input_check()
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_velocity = calculate_move_velocity(_direction,_is_jump_canceled, delta)
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_velocity = move_and_slide(_velocity, Vector2.UP)
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_check_collisions()
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update_sprite(_direction)
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func _input_check() -> void:
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if self._alive and (GameState.get_state() == GameState.States.GAME or GameState.get_state() == GameState.States.NEW_GAME):
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_is_jump_canceled = Input.is_action_just_released("jump") and !_is_wall_jumping and _velocity.y < 0.0;
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_get_direction()
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_check_dash()
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if Input.is_action_just_pressed("attack") and abilities.attack:
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_attack()
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else:
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_direction = Vector2.ZERO
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func _check_collisions():
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for i in get_slide_count():
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var collision = get_slide_collision(i)
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if collision.collider.name == 'TrapTiles':
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die()
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return
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func _update_state(new_state:int = -1):
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var auto_update = new_state == -1;
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if new_state == -1:
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new_state = _state
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if _state == States.DASHING: return
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if _state == States.ATTACKING: return
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if _state == States.IDLE:
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if _velocity.y > 0 and not is_on_floor():
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# Falling from ground
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new_state = States.IN_AIR
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elif _state == States.IN_AIR:
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if is_on_floor():
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_on_landed()
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new_state = States.IDLE
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elif _velocity.y >=0 and is_on_wall():
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if _state != States.WALL_SLIDING:
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_velocity.y=0
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_falling_start_position = position.y
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new_state = States.WALL_SLIDING
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elif _state == States.WALL_SLIDING:
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if is_on_floor() or not is_on_wall():
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new_state = States.IDLE
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else: new_state = States.IDLE
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_transition_state(_state, new_state, auto_update)
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func _transition_state(old_state, new_state, auto_update):
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if new_state != old_state:
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# print("[Player]: State Update: [%s] -> [%s] | Automatic: %s" % [old_state, new_state, auto_update])
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_state = new_state
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if old_state == States.IDLE:
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# idle -> attak = ground attack - stop _velocity.x
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if new_state == States.ATTACKING:
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_direction.x = 0;
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_velocity.x = 0;
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if old_state == States.DASHING:
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if new_state == States.IDLE:
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_can_dash = true
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if old_state == States.WALL_SLIDING:
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if new_state == States.IDLE:
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_on_landed()
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func _on_landed():
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_can_dash = true
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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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var fall_distance = position.y - _falling_start_position
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if fall_distance > 150:
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AudioManager.play_sfx(AudioManager.Sfx.PLAYER_LAND)
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$Camera.start_shake()
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_falling_start_position = position.y
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emit_signal("landed", position)
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func _on_jump(wall_jump:bool = false):
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AudioManager.play_sfx(AudioManager.Sfx.PLAYER_JUMP)
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var dust:Node = JumpDust.instance()
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dust.position = position;
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get_parent().add_child(dust)
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if wall_jump:
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dust.position.x += 2 * -$Sprite.scale.x
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dust.get_node("Sprite").rotate(deg2rad(90) * -$Sprite.scale.x)
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emit_signal("jumping", position)
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func _get_direction() -> void:
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var right_strength = round(Input.get_action_strength("direction_right"))
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var left_strength = round(Input.get_action_strength("direction_left"))
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var vertical_movement = right_strength - left_strength if not _state == States.DASHING else 0
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var is_in_jumpable_state = _state == States.IDLE or _state == States.WALL_SLIDING
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_direction = Vector2(
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vertical_movement,
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-1.0 if Input.is_action_just_pressed("jump") and is_in_jumpable_state else 1.0
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)
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func _check_dash():
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if Input.is_action_just_pressed("dash") and _can_dash and abilities.dash:
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AudioManager.play_sfx(AudioManager.Sfx.PLAYER_DASH)
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var dash_velocity := Vector2($Sprite.scale.x * dash_thrust,0)
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$Camera.start_shake(.1, 15, 2)
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_can_dash = false
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# Wall dash first
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if _state == States.WALL_SLIDING:
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dash_velocity.x = $Sprite.scale.x * dash_thrust * -1
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if dash_velocity.x < 0 :
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$DashParticlesLeft.emitting = true;
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else:
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$DashParticlesRight.emitting = true
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_velocity = dash_velocity
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$DashTimeout.start()
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_update_state(States.DASHING) # turn off gravity while dashing
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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 _state == States.WALL_SLIDING else gravity
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output.x = lerp(_velocity.x, run_speed * direction.x, .1 if _state == States.IN_AIR else .5)
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output.y += current_gravity * delta
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if _state == States.DASHING:
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return _velocity
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if direction.y == -1.0: # we are jumping
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var wall_jump := false
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if _state == States.WALL_SLIDING:
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if abilities.wall_jump:
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# wall jump
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wall_jump = true
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var walljump__x_direction = -1 * direction.x
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var desired = (run_speed * wall_jump_speed_factor.x * walljump__x_direction)
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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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_update_state(States.IN_AIR)
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_on_jump(wall_jump)
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else:
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#jump
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output.y = jump_power * direction.y
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_update_state(States.IN_AIR)
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_on_jump(wall_jump)
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else:
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if is_jump_canceled:
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output.y = 0
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if output.y < max_gravity * -1:
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output.y = max_gravity
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if _state == States.WALL_SLIDING and output.y > max_wall_slide_gravity:
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output.y = max_wall_slide_gravity
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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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func _revive():
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_alive = true
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func update_sprite(_direction:Vector2) -> void:
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if not _alive: return;
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var air_animation = "jump" if _velocity.y <= 0 else "fall"
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if _state == States.ATTACKING: return
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var attack = Input.is_action_just_pressed("attack") and abilities.attack
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if _velocity.x > .5 and not _state == States.WALL_SLIDING:
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face_player(true)
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$AnimationPlayer.play("run" if is_on_floor() else air_animation)
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elif _velocity.x < -.5 and not _state == States.WALL_SLIDING:
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face_player(false)
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$AnimationPlayer.play("run" if is_on_floor() else air_animation)
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else:
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if not _state == States.IN_AIR: $AnimationPlayer.play("idle")
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if _state == States.WALL_SLIDING:
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$AnimationPlayer.play("wall_slide")
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return
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if _state == States.IN_AIR:
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$AnimationPlayer.play(air_animation)
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if air_animation == "fall" and position.y < _falling_start_position:
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_falling_start_position = position.y
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return
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if _state == States.DASHING:
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$AnimationPlayer.play("jump")
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return
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func _attack():
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if _state == States.DASHING:
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var beam = LightBeam.instance()
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beam.direction = Vector2($Sprite.scale.x, 0)
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beam.position = $Sprite/LightBeamInitPoint.get_global_transform().get_origin()
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get_parent().add_child(beam)
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$DashTimeout.stop()
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_on_DashTimeout_timeout(false)
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_update_state(States.ATTACKING)
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AudioManager.play_sfx(AudioManager.Sfx.PLAYER_ATTACK)
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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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$AnimationPlayer.playback_speed = 2.5
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yield($AnimationPlayer, "animation_finished")
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$AnimationPlayer.seek(0)
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$AnimationPlayer.playback_speed = 1
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_update_state(States.IDLE)
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func _on_die_animation_done():
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_respawn()
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_revive()
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func die():
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if _alive:
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AudioManager.play_sfx(AudioManager.Sfx.PLAYER_DIE)
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emit_signal("died")
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_alive = false
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$AnimationPlayer.play("die")
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$Camera.start_shake()
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GameState.player_died()
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func set_ability(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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func _on_DashTimeout_timeout(timed_out=true) -> void:
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$AnimationPlayer.playback_speed = 1
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$DashParticlesLeft.emitting = false
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$DashParticlesRight.emitting = false
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_velocity.x = run_speed * _velocity.normalized().x;
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if timed_out: _update_state(States.IN_AIR)
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pass # Replace with function body.
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func _on_SordRange_body_entered(body: Node) -> void:
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if body.is_in_group("Enemies"):
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body.take_damage($Sprite.scale.x)
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pass # Replace with function body.
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func get_camera():
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return $Camera
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func face_player(right:bool = true):
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$Sprite.scale = Vector2(
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1 if right else -1,
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1
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)
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