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- class_name Player extends RigidBody2D
- const WALK_ACCEL = 500.0
- const WALK_DEACCEL = 500.0
- const WALK_MAX_VELOCITY = 140.0
- const AIR_ACCEL = 100.0
- const AIR_DEACCEL = 100.0
- const JUMP_VELOCITY = 380
- const STOP_JUMP_FORCE = 450.0
- const MAX_SHOOT_POSE_TIME = 0.3
- const MAX_FLOOR_AIRBORNE_TIME = 0.15
- var anim := ""
- var siding_left := false
- var jumping := false
- var stopping_jump := false
- var shooting := false
- var floor_h_velocity: float = 0.0
- var airborne_time: float = 1e20
- var shoot_time: float = 1e20
- var Bullet := preload("res://player/bullet.tscn")
- var Enemy := preload("res://enemy/enemy.tscn")
- @onready var sound_jump := $SoundJump as AudioStreamPlayer2D
- @onready var sound_shoot := $SoundShoot as AudioStreamPlayer2D
- @onready var sprite := $Sprite2D as Sprite2D
- @onready var sprite_smoke := sprite.get_node(^"Smoke") as CPUParticles2D
- @onready var animation_player := $AnimationPlayer as AnimationPlayer
- @onready var bullet_shoot := $BulletShoot as Marker2D
- func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
- var velocity := state.get_linear_velocity()
- var step := state.get_step()
- var new_anim := anim
- var new_siding_left := siding_left
- # Get player input.
- var move_left := Input.is_action_pressed(&"move_left")
- var move_right := Input.is_action_pressed(&"move_right")
- var jump := Input.is_action_pressed(&"jump")
- var shoot := Input.is_action_pressed(&"shoot")
- var spawn := Input.is_action_pressed(&"spawn")
- if spawn:
- _spawn_enemy_above.call_deferred()
- # Deapply prev floor velocity.
- velocity.x -= floor_h_velocity
- floor_h_velocity = 0.0
- # Find the floor (a contact with upwards facing collision normal).
- var found_floor := false
- var floor_index := -1
- for contact_index in state.get_contact_count():
- var collision_normal = state.get_contact_local_normal(contact_index)
- if collision_normal.dot(Vector2(0, -1)) > 0.6:
- found_floor = true
- floor_index = contact_index
- # A good idea when implementing characters of all kinds,
- # compensates for physics imprecision, as well as human reaction delay.
- if shoot and not shooting:
- _shot_bullet.call_deferred()
- else:
- shoot_time += step
- if found_floor:
- airborne_time = 0.0
- else:
- airborne_time += step # Time it spent in the air.
- var on_floor := airborne_time < MAX_FLOOR_AIRBORNE_TIME
- # Process jump.
- if jumping:
- if velocity.y > 0:
- # Set off the jumping flag if going down.
- jumping = false
- elif not jump:
- stopping_jump = true
- if stopping_jump:
- velocity.y += STOP_JUMP_FORCE * step
- if on_floor:
- # Process logic when character is on floor.
- if move_left and not move_right:
- if velocity.x > -WALK_MAX_VELOCITY:
- velocity.x -= WALK_ACCEL * step
- elif move_right and not move_left:
- if velocity.x < WALK_MAX_VELOCITY:
- velocity.x += WALK_ACCEL * step
- else:
- var xv := absf(velocity.x)
- xv -= WALK_DEACCEL * step
- if xv < 0:
- xv = 0
- velocity.x = signf(velocity.x) * xv
- # Check jump.
- if not jumping and jump:
- velocity.y = -JUMP_VELOCITY
- jumping = true
- stopping_jump = false
- sound_jump.play()
- # Check siding.
- if velocity.x < 0 and move_left:
- new_siding_left = true
- elif velocity.x > 0 and move_right:
- new_siding_left = false
- if jumping:
- new_anim = "jumping"
- elif absf(velocity.x) < 0.1:
- if shoot_time < MAX_SHOOT_POSE_TIME:
- new_anim = "idle_weapon"
- else:
- new_anim = "idle"
- else:
- if shoot_time < MAX_SHOOT_POSE_TIME:
- new_anim = "run_weapon"
- else:
- new_anim = "run"
- else:
- # Process logic when the character is in the air.
- if move_left and not move_right:
- if velocity.x > -WALK_MAX_VELOCITY:
- velocity.x -= AIR_ACCEL * step
- elif move_right and not move_left:
- if velocity.x < WALK_MAX_VELOCITY:
- velocity.x += AIR_ACCEL * step
- else:
- var xv := absf(velocity.x)
- xv -= AIR_DEACCEL * step
- if xv < 0:
- xv = 0
- velocity.x = signf(velocity.x) * xv
- if velocity.y < 0:
- if shoot_time < MAX_SHOOT_POSE_TIME:
- new_anim = "jumping_weapon"
- else:
- new_anim = "jumping"
- else:
- if shoot_time < MAX_SHOOT_POSE_TIME:
- new_anim = "falling_weapon"
- else:
- new_anim = "falling"
- # Update siding.
- if new_siding_left != siding_left:
- if new_siding_left:
- sprite.scale.x = -1
- else:
- sprite.scale.x = 1
- siding_left = new_siding_left
- # Change animation.
- if new_anim != anim:
- anim = new_anim
- animation_player.play(anim)
- shooting = shoot
- # Apply floor velocity.
- if found_floor:
- floor_h_velocity = state.get_contact_collider_velocity_at_position(floor_index).x
- velocity.x += floor_h_velocity
- # Finally, apply gravity and set back the linear velocity.
- velocity += state.get_total_gravity() * step
- state.set_linear_velocity(velocity)
- func _shot_bullet() -> void:
- shoot_time = 0
- var bullet := Bullet.instantiate() as RigidBody2D
- var speed_scale: float
- if siding_left:
- speed_scale = -1.0
- else:
- speed_scale = 1.0
- bullet.position = self.position + bullet_shoot.position * Vector2(speed_scale, 1.0)
- get_parent().add_child(bullet)
- bullet.linear_velocity = Vector2(400.0 * speed_scale, -40)
- sprite_smoke.restart()
- sound_shoot.play()
- add_collision_exception_with(bullet) # Make bullet and this not collide.
- func _spawn_enemy_above() -> void:
- var enemy := Enemy.instantiate() as RigidBody2D
- enemy.position = self.position + 50 * Vector2.UP
- get_parent().add_child(enemy)
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