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1bit-godot-course/metroidvania/Scenes/Player/Player.gd

224 lines
6.2 KiB
GDScript

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()