Bounded Camera

This commit is contained in:
Xterminate1818 2020-07-17 11:03:22 -05:00
parent 43fd5da73a
commit d87f1a7a68
6 changed files with 246 additions and 613 deletions

8
meta/BoundedCamera.tscn Normal file
View file

@ -0,0 +1,8 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://script/player camera.gd" type="Script" id=1]
[node name="Node2D" type="Camera2D"]
script = ExtResource( 1 )
[node name="Tween" type="Tween" parent="."]

View file

@ -1,593 +1,10 @@
[gd_scene load_steps=97 format=2] [gd_scene load_steps=2 format=2]
[ext_resource path="res://art/DungeonTiles.png" type="Texture" id=1] [ext_resource path="res://meta/DungeonTilemap.tres" type="TileSet" id=1]
[sub_resource type="OccluderPolygon2D" id=1] [node name="TileMap" type="TileMap" groups=[
polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 ) "Tilemap",
]]
[sub_resource type="OccluderPolygon2D" id=2] tile_set = ExtResource( 1 )
polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="OccluderPolygon2D" id=3]
polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="OccluderPolygon2D" id=4]
polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="OccluderPolygon2D" id=11]
polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="OccluderPolygon2D" id=15]
polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=57]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=60]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=61]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=62]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=63]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=66]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=67]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=68]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=72]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=73]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=74]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=75]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=76]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=77]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=78]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=79]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=80]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=83]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=85]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=86]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 78 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 7, 3 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 79 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 8, 3 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 80 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 8, 2 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 81 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 8, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 82 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 8, 0 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 83 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 9, 0 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 84 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 9, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 85 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 9, 2 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 86 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 9, 3 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 87 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 10, 0 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 88 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 10, 2 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 89 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 10, 3 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 90 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 11, 0 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 91 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 11, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 92 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 11, 2 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 93 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 11, 3 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 94 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
} ]
0/z_index = 0
[node name="TileMap" type="TileMap"]
tile_set = SubResource( 95 )
cell_size = Vector2( 16, 16 ) cell_size = Vector2( 16, 16 )
format = 1 format = 1

View file

@ -0,0 +1,70 @@
extends StateMachine
func _ready():
add_state("idle")
add_state("run")
add_state("jump")
add_state("fall")
add_state("wallslide")
call_deferred("set_state", states.idle)
func _input(event):
if [states.idle, states.run, states.wallslide].has(state) or !parent.CoyoteTimer.is_stopped():
if event.is_action_pressed("up"):
parent.jump()
if state == states.jump:
if event.is_action_released("up") and parent.velocity.y < parent.min_jump_velocity:
parent.velocity.y = parent.min_jump_velocity
func state_logic(delta):
parent.handle_move_input()
parent.apply_gravity(delta)
parent.apply_movement()
func get_next_state(delta):
match state:
states.idle:
if !parent.is_on_floor():
if parent.velocity.y < 0:
return states.jump
elif parent.velocity.y > 0:
return states.fall
elif parent.velocity.x != 0:
return states.run
states.run:
if !parent.is_on_floor():
if parent.velocity.y < 0:
return states.jump
elif parent.velocity.y > 0:
return states.fall
elif parent.velocity.x == 0:
return states.idle
states.jump:
if parent.is_on_floor():
return states.idle
elif parent.velocity.y > 0:
return states.fall
states.fall:
if parent.velocity.y < 0:
return states.jump
elif parent.is_on_floor():
return states.idle
return null
func enter_state(new_state, old_state):
match new_state:
states.idle:
parent.Anim.play("Idle")
states.run:
parent.Anim.play("Running")
states.jump:
parent.Anim.play("Jumping")
func exit_state(old_state, new_state):
pass

43
script/StateMachine.gd Normal file
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@ -0,0 +1,43 @@
extends Node
class_name StateMachine
var state = null setget set_state
var prev_state = null
var states = {}
onready var parent = get_parent()
func _physics_process(delta):
if state != null:
state_logic(delta)
var new = get_next_state(delta)
if new != null:
set_state(new)
func state_logic(delta):
pass
func get_next_state(delta):
return null
func enter_state(new_state, old_state):
pass
func exit_state(old_state, new_state):
pass
func set_state(new_state):
prev_state = state
state = new_state
if prev_state != null:
exit_state(prev_state, new_state)
if new_state != null:
enter_state(new_state, prev_state)
func add_state(state_name):
states[state_name] = states.size()

44
script/player camera.gd Normal file
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@ -0,0 +1,44 @@
extends Camera2D
const LOOK_X_FACTOR = 0.2
const SHIFT_TRANS = Tween.TRANS_SINE
const SHIFT_EASE = Tween.EASE_OUT
const SHIFT_DURATIOIN = .5
var facing = 0
var prev_facing = facing
onready var prev_pos = get_camera_position()
onready var tween: Tween = $Tween
onready var parent = get_parent()
func _ready():
set_limits()
func set_limits():
var tilemap: TileMap = get_tree().get_nodes_in_group("Tilemap")[0]
var map_limits = tilemap.get_used_rect()
var map_cellsize = tilemap.cell_size
limit_left = (map_limits.position.x + 1) * map_cellsize.x
limit_right = (map_limits.end.x - 1) * map_cellsize.x - 1
limit_top = (map_limits.position.y + 1) * map_cellsize.y
limit_bottom = (map_limits.end.y - 1) * map_cellsize.y
func _process(delta):
if facing != 0:
prev_facing = facing
check_facing()
func check_facing():
if parent.input_direction != 0:
facing = parent.input_direction
var target = get_viewport_rect().size.x * parent.input_direction * LOOK_X_FACTOR
tween.interpolate_property(self, "position:x", position.x, target, SHIFT_DURATIOIN, SHIFT_TRANS, SHIFT_EASE)
tween.start()
func _on_grounded_updated(is_grounded):
drag_margin_v_enabled = !is_grounded

View file

@ -1,31 +1,82 @@
extends KinematicBody2D extends KinematicBody2D
const UP = Vector2(0, -1) signal grounded_updated(is_grounded)
const GRAVITY = 32
const SPEED = 200 var velocity = Vector2()
const JUMP_HEIGHT = -550 var input_direction: int = 0
var motion = Vector2() var speed = 10 * 16
var gravity
var max_jump_velocity
var min_jump_velocity
var walljump_velocity
var max_jump_height = 2.75 * 16
var min_jump_height = 0.6 * 16
var walljump_height = 2.25 * 16
var jump_duration = 0.35
var is_grounded
var touching_wall = 0
onready var Spr: Sprite = $Sprite
onready var Occluder: LightOccluder2D = $Sprite/LightOccluder2D
onready var Anim: AnimationPlayer = $AnimationPlayer
onready var CoyoteTimer: Timer = $CoyoteTimer
onready var StateMachine: Node = $PlayerStateMachine
func _ready():
gravity = 2 * max_jump_height / pow(jump_duration, 2)
max_jump_velocity = -sqrt(2 * gravity * max_jump_height)
min_jump_velocity = -sqrt(2 * gravity * min_jump_height)
walljump_velocity = -sqrt(2 * gravity * walljump_height)
func _physics_process(delta): func _physics_process(delta):
motion.y += GRAVITY emit_signal("grounded_updated", is_on_floor())
if Input.is_action_pressed("ui_right"):
motion.x = SPEED func handle_move_input():
elif Input.is_action_pressed("ui_left"): input_direction = int(Input.is_action_pressed("right")) - int(Input.is_action_pressed("left"))
motion.x = -SPEED velocity.x = lerp(velocity.x, speed * input_direction, get_movement_weight())
else:
motion.x = 0 if input_direction > 0:
Spr.flip_h = false
Occluder.scale.x = 1
if input_direction < 0:
Spr.flip_h = true
Occluder.scale.x = -1
func jump():
velocity.y = max_jump_velocity
CoyoteTimer.stop()
func apply_gravity(delta, modifier = 1):
velocity.y += gravity * delta * modifier
func apply_movement():
if velocity.x > -1 and velocity.x < 1:
velocity.x = 0
var was_on_floor = is_on_floor()
velocity = move_and_slide(velocity, Vector2.UP)
if !is_on_floor() and was_on_floor and velocity.y >= 0:
CoyoteTimer.start()
var was_grounded = is_grounded
is_grounded = is_on_floor()
if was_grounded == null or is_grounded != was_grounded:
emit_signal("grounded_updated", is_grounded)
func get_movement_weight():
if is_on_floor(): if is_on_floor():
if Input.is_action_just_pressed("ui_up"): return 0.2
motion.y = JUMP_HEIGHT else:
return 0.07
motion = move_and_slide(motion, UP)
if position.y >= 493:
get_tree().change_scene("Death Screen.tscn")
pass
func _on_Area2D_body_entered(body):
body.get_tree().change_scene("Logan is awful.tscn")