extends KinematicBody2D const DustEffect = preload("res://Scenes/Effects/DustEffect.tscn") const WallDustEffect = preload("res://Scenes/Effects/WallDustEffect.tscn") const PlayerBullet = preload("res://Scenes/Player/PlayerBullet.tscn") const JumpEffect = preload("res://Scenes/Effects/JumpEffect.tscn") var PlayerStats = ResourceLoader.PlayerStats var MainInstances = ResourceLoader.MainInstances export (int) var acceleration = 512 export (int) var max_speed = 64 export (float) var friction = 0.25 export (int) var gravity = 200 export (int) var jump_force = 128 export (int) var wall_slide_speed = 42 export (int) var max_wall_slide_speed = 128 export (int) var max_slope = 46 export (int) var bullet_speed = 250 enum { MOVE, WALL_SLIDE } var state = MOVE var invincible = false setget set_invincible var motion = Vector2.ZERO var snap_vector = Vector2.ZERO var just_jumped = false var double_jump = true onready var sprite = $Sprite onready var animation = $Animation onready var coyoteJumpTimer = $CoyoteJumpTimer onready var playerGun = $Sprite/PlayerGun onready var muzzle = $Sprite/PlayerGun/Sprite/Muzzle onready var fireBulletTimer = $FireBulletTimer onready var blinkAnimator = $BlinkAnimator func set_invincible(value): invincible = value func _ready(): PlayerStats.connect("player_died", self, "_on_died") MainInstances.Player = self func _exit_tree(): MainInstances.Player = null func _physics_process(delta): just_jumped = false match state: MOVE: var input_vector = get_input_vector() apply_horizontal_force(input_vector, delta) apply_friction(input_vector) update_snap_vector() jump_check() apply_gravity(delta) update_animations(input_vector) move() wall_slide_check() WALL_SLIDE: animation.play("WallSlide") var wall_axis = get_wall_axis() if wall_axis != 0: sprite.scale.x = wall_axis wall_slide_jump_check(wall_axis) wall_slide_drop(delta) move() wall_detach(delta, wall_axis) if Input.is_action_pressed("fire") and fireBulletTimer.time_left == 0: fire_bullet() func fire_bullet(): var bullet = Utils.instance_scene_on_main(PlayerBullet, muzzle.global_position) bullet.velocity = Vector2.RIGHT.rotated(playerGun.rotation) * bullet_speed bullet.velocity.x *= sprite.scale.x # Flip left/right depending on players direction bullet.rotation = bullet.velocity.angle() fireBulletTimer.start() func create_dust_effect(): var dust_position = global_position dust_position.x += rand_range(-4, 4) Utils.instance_scene_on_main(DustEffect, dust_position) func get_input_vector(): var input_vector = Vector2.ZERO input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left") return input_vector func apply_horizontal_force(input_vector, delta): if input_vector.x != 0: motion.x += input_vector.x * acceleration * delta motion.x = clamp(motion.x, -max_speed, max_speed) # Set the max motion func apply_friction(input_vector): if input_vector.x == 0 and is_on_floor(): motion.x = lerp(motion.x, 0, friction) func update_snap_vector(): if is_on_floor(): snap_vector = Vector2.DOWN func jump(force): Utils.instance_scene_on_main(JumpEffect, global_position) motion.y = -force snap_vector = Vector2.ZERO func jump_check(): if is_on_floor() or coyoteJumpTimer.time_left > 0: if Input.is_action_just_pressed("ui_select"): jump(jump_force) just_jumped = true else: if Input.is_action_just_released("ui_select") and motion.y < -jump_force/2: motion.y = motion.y/2 if Input.is_action_just_pressed("ui_select") and double_jump: jump(jump_force * .75) double_jump = false func apply_gravity(delta): if not is_on_floor(): motion.y += gravity * delta motion.y = min(motion.y, jump_force) func update_animations(input_vector): sprite.scale.x = sign(get_local_mouse_position().x) animation.playback_speed = 1 if input_vector.x != 0: animation.playback_speed = sign(input_vector.x * sprite.scale.x) animation.play("Run") else: animation.play("Idle") if not is_on_floor(): animation.play("Jump") func move(): var was_on_air = not is_on_floor() var was_on_floor = is_on_floor() var last_position = position var last_motion = motion motion = move_and_slide_with_snap(motion, snap_vector * 4, Vector2.UP, true, 4, deg2rad(max_slope), false) # Just landed if was_on_air and is_on_floor(): # Keep previous momentum when landing on slopes motion.x = last_motion.x #create_dust_effect() Utils.instance_scene_on_main(JumpEffect, global_position) double_jump = true # Just left ground if was_on_floor and not is_on_floor() and not just_jumped: # Fixes "gap" when jumping off a cliff [TODO] motion.y = 0 position.y = last_position.y coyoteJumpTimer.start() # Prevent Sliding (hack) [NOT WORKING] # If we are on floor, the floor isn't moving and our motion is really tiny if is_on_floor() and get_floor_velocity().length() == 0 and abs(motion.x) < 1: position.x = last_position.x func wall_slide_check(): if !is_on_floor() and is_on_wall(): state = WALL_SLIDE double_jump = true create_dust_effect() func get_wall_axis(): var is_right_wall = test_move(transform, Vector2.RIGHT) var is_left_wall = test_move(transform, Vector2.LEFT) return int(is_left_wall) - int(is_right_wall) func wall_slide_jump_check(wall_axis): if Input.is_action_just_pressed("ui_select"): motion.x = wall_axis * max_speed motion.y = -jump_force/1.25 state = MOVE var dust_position = global_position + Vector2(wall_axis*3, 0) var dust = Utils.instance_scene_on_main(WallDustEffect, dust_position) dust.scale.x = wall_axis func wall_slide_drop(delta): var max_slide_speed = wall_slide_speed if Input.is_action_pressed("ui_down"): max_slide_speed = max_wall_slide_speed motion.y = min(motion.y + gravity * delta, max_slide_speed) func wall_detach(delta, wall_axis): if Input.is_action_just_pressed("ui_right"): motion.x = acceleration * delta state = MOVE if Input.is_action_just_pressed("ui_left"): motion.x = -acceleration * delta state = MOVE if wall_axis == 0 or is_on_floor(): state = MOVE func _on_Hurtbox_hit(damage): if not invincible: PlayerStats.health -= damage blinkAnimator.play("Blink") func _on_died(): queue_free()