Flopsy/objects/characters/player.gd

192 lines
5.4 KiB
GDScript

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