124 lines
3.7 KiB
GDScript
124 lines
3.7 KiB
GDScript
extends KinematicBody2D
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const DustEffect = preload("res://Scenes/Effects/DustEffect.tscn")
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const PlayerBullet = preload("res://Scenes/Player/PlayerBullet.tscn")
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export (int) var acceleration = 512
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export (int) var max_speed = 64
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export (float) var friction = 0.25
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export (int) var gravity = 200
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export (int) var jump_force = 128
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export (int) var max_slope = 46
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export (int) var bullet_speed = 250
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var motion = Vector2.ZERO
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var snap_vector = Vector2.ZERO
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var just_jumped= false
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onready var sprite = $Sprite
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onready var animation = $Animation
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onready var coyoteJumpTimer = $CoyoteJumpTimer
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onready var playerGun = $Sprite/PlayerGun
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onready var muzzle = $Sprite/PlayerGun/Sprite/Muzzle
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onready var fireBulletTimer = $FireBulletTimer
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func _physics_process(delta):
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just_jumped = false
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var input_vector = get_input_vector()
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apply_horizontal_force(input_vector, delta)
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apply_friction(input_vector)
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update_snap_vector()
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jump_check()
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apply_gravity(delta)
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update_animations(input_vector)
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move()
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if Input.is_action_pressed("fire") and fireBulletTimer.time_left == 0:
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fire_bullet()
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func fire_bullet():
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var bullet = Utils.instance_scene_on_main(PlayerBullet, muzzle.global_position)
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bullet.velocity = Vector2.RIGHT.rotated(playerGun.rotation) * bullet_speed
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bullet.velocity.x *= sprite.scale.x # Flip left/right depending on players direction
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bullet.rotation = bullet.velocity.angle()
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fireBulletTimer.start()
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func create_dust_effect():
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var dust_position = global_position
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dust_position.x += rand_range(-4, 4)
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Utils.instance_scene_on_main(DustEffect, dust_position)
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func get_input_vector():
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var input_vector = Vector2.ZERO
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input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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return input_vector
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func apply_horizontal_force(input_vector, delta):
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if input_vector.x != 0:
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motion.x += input_vector.x * acceleration * delta
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motion.x = clamp(motion.x, -max_speed, max_speed) # Set the max motion
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func apply_friction(input_vector):
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if input_vector.x == 0 and is_on_floor():
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motion.x = lerp(motion.x, 0, friction)
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func update_snap_vector():
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if is_on_floor():
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snap_vector = Vector2.DOWN
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func jump_check():
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if is_on_floor() or coyoteJumpTimer.time_left > 0:
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if Input.is_action_just_pressed("ui_select"):
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motion.y = -jump_force
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snap_vector = Vector2.ZERO
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just_jumped = true
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else:
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if Input.is_action_just_released("ui_select") and motion.y < -jump_force/2:
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motion.y = motion.y/2
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func apply_gravity(delta):
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if not is_on_floor():
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motion.y += gravity * delta
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motion.y = min(motion.y, jump_force)
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func update_animations(input_vector):
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sprite.scale.x = sign(get_local_mouse_position().x)
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animation.playback_speed = 1
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if input_vector.x != 0:
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animation.playback_speed = sign(input_vector.x * sprite.scale.x)
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animation.play("Run")
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else:
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animation.play("Idle")
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if not is_on_floor():
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animation.play("Jump")
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func move():
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var was_on_air = not is_on_floor()
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var was_on_floor = is_on_floor()
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var last_position = position
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var last_motion = motion
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motion = move_and_slide_with_snap(motion, snap_vector * 4, Vector2.UP, true, 4, deg2rad(max_slope), false)
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# Just landed
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if was_on_air and is_on_floor():
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# Keep previous momentum when landing on slopes
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motion.x = last_motion.x
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create_dust_effect()
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# Just left ground
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if was_on_floor and not is_on_floor() and not just_jumped:
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# Fixes "gap" when jumping off a cliff [TODO]
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motion.y = 0
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position.y = last_position.y
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coyoteJumpTimer.start()
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# Prevent Sliding (hack) [NOT WORKING]
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# If we are on floor, the floor isn't moving and our motion is really tiny
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if is_on_floor() and get_floor_velocity().length() == 0 and abs(motion.x) < 1:
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position.x = last_position.x
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