192 lines
5.4 KiB
GDScript
192 lines
5.4 KiB
GDScript
extends "res://objects/characters/character.gd"
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const SPEED = 400
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const JUMP_HEIGHT = 1000
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const STRIKED_HEIGHT = 400
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export var background_scene : Resource
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onready var level = get_parent()
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onready var main = level.get_parent()
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const ANIMATIONS = {
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"idle": {
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"animation": "idle",
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"transistion": "idle",
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"blocks": []
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},
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"run": {
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"animation": "run",
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"transistion": "run",
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"blocks": []
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},
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"jump_start": {
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"animation": "jump_start",
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"transistion": "jump",
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"blocks": ["idle", "run", "fall_start", "fall", "fall_end"]
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},
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"jump": {
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"animation": "jump",
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"transistion": "jump",
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"blocks": ["idle", "run", "fall_start", "fall", "fall_end", "jump_start"]
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},
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"jump_end": {
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"animation": "jump_end",
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"transistion": "idle",
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"blocks": ["idle", "run", "fall_start", "fall", "fall_end", "jump"]
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},
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"fall_start": {
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"animation": "fall_start",
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"transistion": "fall",
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"blocks": ["idle", "run", "fall", "fall_end", "jump_start", "jump", "jump_end"]
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},
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"fall": {
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"animation": "fall",
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"transistion": "fall",
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"blocks": ["idle", "run", "fall_start", "jump_start", "jump", "jump_end"]
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},
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"fall_end": {
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"animation": "fall_end",
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"transistion": "idle",
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"blocks": ["idle", "run", "fall_start", "fall", "jump_start", "jump", "jump_end"]
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},
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"striked_start": {
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"animation": "jump_start",
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"transistion": "striked",
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"blocks": ["idle", "run", "fall_start", "fall", "fall_end", "jump_start", "jump", "jump_end"]
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},
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"striked": {
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"animation": "jump",
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"transistion": "striked_end",
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"blocks": ["idle", "run", "fall_start", "fall", "fall_end", "jump_start", "jump", "jump_end"]
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},
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"striked_end": {
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"animation": "hurt",
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"transistion": "idle",
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"blocks": ["idle", "run", "fall_start", "fall", "fall_end", "jump_start", "jump", "jump_end"]
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}
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}
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var player_state = "idle"
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var invincible_hit = false
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var score = 0
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func _ready():
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$Camera2D.add_child(background_scene.instance())
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$Sprite.connect("animation_finished", self, "_next_player_state")
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$Sprite.animation = ANIMATIONS[player_state]['animation']
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$Camera2D.limit_left = level.camera_limit_left
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$Camera2D.limit_right = level.camera_limit_right
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$Camera2D.limit_top = level.camera_limit_top
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$Camera2D.limit_bottom = level.camera_limit_bottom
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yield(get_tree().create_timer(0.5), "timeout")
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$Camera2D.smoothing_enabled = true
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func _physics_process(delta):
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# out-of-screen checking
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if position.y > level.camera_limit_bottom and health > 0:
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_add_damage(100)
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# Fall animation if not on floor
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if velocity.y > 1 and not is_on_floor():
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_set_player_state("fall_start")
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# Movement
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if Input.is_action_pressed("move_left") and not Input.is_action_pressed("move_right") \
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and not player_state in ["striked_start", "striked", "striked_end"]:
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move_left(SPEED)
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elif Input.is_action_pressed("move_right") and not Input.is_action_pressed("move_left") \
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and not player_state in ["striked_start", "striked", "striked_end"]:
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move_right(SPEED)
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elif player_state in ["idle", "run", "jump", "jump_end", "fall_end", "striked_end"]:
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move_stop()
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# On floor detection
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if is_on_floor() and not player_state in ["striked", "striked_start"]:
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snap = SNAP
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_end_animation()
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# Jump
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if Input.is_action_just_pressed("jump"):
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if $RayBottomLeft.is_colliding() or $RayBottomRight.is_colliding() or $RayBottomCenter.is_colliding():
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print("Left: " + str($RayBottomLeft.is_colliding()))
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print("Center: " + str($RayBottomCenter.is_colliding()))
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print("Right: " + str($RayBottomRight.is_colliding()))
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jump()
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func _next_player_state():
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player_state = ANIMATIONS[player_state]["transistion"]
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$Sprite.animation = ANIMATIONS[player_state]['animation']
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func _set_player_state(new_state):
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if not new_state in ANIMATIONS[player_state]["blocks"]:
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player_state = new_state
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$Sprite.animation = ANIMATIONS[player_state]['animation']
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return true
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return false
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func move_right(delta):
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_set_player_state("run")
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get_node("Sprite").set_flip_h(false)
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if position.x < level.camera_limit_right:
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velocity.x = delta
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else:
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velocity.x = 0
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func move_left(delta):
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_set_player_state("run")
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get_node("Sprite").set_flip_h(true)
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if position.x > level.camera_limit_left:
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velocity.x = -delta
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else:
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velocity.x = 0
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func move_stop():
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_set_player_state("idle")
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velocity.x = 0
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func jump():
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if _set_player_state("jump_start"):
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snap = Vector2.ZERO
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position.y += get_floor_velocity().y * get_physics_process_delta_time() \
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- GRAVITY * get_physics_process_delta_time() - 3
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velocity.y -= JUMP_HEIGHT
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func _on_GroundCheck_body_entered(body):
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_end_animation()
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func _end_animation():
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if velocity.y > 0 and player_state in ["jump_start", "jump"]:
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_set_player_state("jump_end")
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if velocity.y > 0 and player_state in ["fall_start", "fall"]:
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_set_player_state("fall_end")
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if velocity.y > 0 and player_state in ["striked_start", "striked"]:
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_set_player_state("striked_end")
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func monster_hit(direction : int, damage: int):
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if not invincible_hit:
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invincible_hit = true
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_set_player_state("striked_start")
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_add_damage(damage)
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snap = Vector2.ZERO
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velocity.y = -300
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velocity.x = direction * 5
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yield(get_tree().create_timer(1.0), "timeout")
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invincible_hit = false
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func _on_Enemy_Entered(body):
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body.stomped_on_head()
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_set_player_state("jump")
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func coin_collected(value):
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main.add_score(value)
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func _add_damage(value):
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health -= value
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GlobalState.health = health
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if health <= 0:
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main.player_died()
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func _on_screen_exited():
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print("exited")
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print($VisibilityNotifier2D.is_on_screen())
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_add_damage(100)
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