123 lines
3.1 KiB
GDScript
123 lines
3.1 KiB
GDScript
extends KinematicBody2D
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signal grounded_updated(is_grounded)
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signal health_updated(new_health)
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signal energy_updated(new_energy)
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var velocity = Vector2()
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var input_direction: int = 0
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var speed = 10 * 16
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var gravity
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var max_jump_velocity
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var min_jump_velocity
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var walljump_velocity
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var max_jump_height = 2.75 * 16
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var min_jump_height = 0.6 * 16
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var walljump_height = 2.25 * 16
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var jump_duration = 0.35
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var is_grounded
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var touching_wall = 0
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onready var Spr: Sprite = $Sprite
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onready var Occluder: LightOccluder2D = $Sprite/LightOccluder2D
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onready var Anim: AnimationPlayer = $AnimationPlayer
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onready var CoyoteTimer: Timer = $CoyoteTimer
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onready var ShootDelay: Timer = $ShootDelay
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onready var StateMachine: Node = $PlayerStateMachine
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onready var WandPosition: Node2D = $WandPosition
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onready var ProjectileSpawn: Node2D = $HoldPosition/ProjectileSpawn
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onready var Inventory: CanvasLayer = $Inventory
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onready var Stats = $Stats
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onready var Cam: Camera2D = $Camera
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onready var HitSound: AudioStreamPlayer2D = $"Enemy Hit"
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onready var health = Stats.health setget set_health, get_health
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onready var energy = Stats.energy setget set_energy, get_energy
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func play_hitsound():
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HitSound.play(0.0)
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$HitAnimation.play("Hit")
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func get_current_conduit():
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return Inventory.active_conduit
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func get_current_projectile():
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return Inventory.active_projectile
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func get_type():
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return "player"
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func set_health(value):
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Stats.set_health(value)
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emit_signal("health_updated", value)
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func get_health():
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return Stats.get_health()
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func set_energy(value):
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Stats.set_energy(value)
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emit_signal("energy_updated", value)
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func get_energy():
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return Stats.get_energy()
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func _ready():
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gravity = 2 * max_jump_height / pow(jump_duration, 2)
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max_jump_velocity = -sqrt(2 * gravity * max_jump_height)
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min_jump_velocity = -sqrt(2 * gravity * min_jump_height)
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walljump_velocity = -sqrt(2 * gravity * walljump_height)
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func _physics_process(delta):
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Player.position = global_position - Vector2(0, 10)
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emit_signal("grounded_updated", is_on_floor())
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if get_health() <= 0:
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get_tree().change_scene("res://Title/Death Screen'.tscn")
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func handle_move_input():
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input_direction = int(Input.is_action_pressed("right")) - int(Input.is_action_pressed("left"))
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velocity.x = lerp(velocity.x, speed * input_direction, get_movement_weight())
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WandPosition.look_at(get_global_mouse_position())
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if input_direction > 0:
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Spr.flip_h = false
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Occluder.scale.x = 1
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if input_direction < 0:
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Spr.flip_h = true
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Occluder.scale.x = -1
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func jump():
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velocity.y = max_jump_velocity
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CoyoteTimer.stop()
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func apply_gravity(delta, modifier = 1):
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velocity.y += gravity * delta * modifier
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func apply_movement():
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if velocity.x > -1 and velocity.x < 1:
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velocity.x = 0
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var was_on_floor = is_on_floor()
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velocity = move_and_slide(velocity, Vector2.UP)
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if !is_on_floor() and was_on_floor and velocity.y >= 0:
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CoyoteTimer.start()
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if !was_on_floor and is_on_floor():
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emit_signal("grounded_updated", is_on_floor())
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var was_grounded = is_grounded
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is_grounded = is_on_floor()
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func get_movement_weight():
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if is_on_floor():
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return 0.2
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else:
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return 0.07
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func _on_Leap_body_entered(body):
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$AnimationPlayer.play("Black Fade in")
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