revo-jailbreak/objects/player/player.gd
2023-01-09 21:50:02 -05:00

272 lines
7 KiB
GDScript

extends KinematicBody2D
##CLEAN UP CODE LATER
##Children
onready var sprite = $Sprite
onready var climb_ray = $ClimbRay
onready var anims = $AnimationPlayer
onready var sword_sprite = $SwordSprite
onready var sword_hitbox = $SwordArea
#Map
onready var map = get_owner()
##States
enum State {IDLE,WALK,JUMP,FALL,STUNNED,CLIMB,SWORD,SHOOT}
var current_state = State.IDLE
##Runtime
var axis = Vector2.ZERO #Current direction being held
var trail_color = Color(0.25,0,1,0.4)
#Physics
var velocity = Vector2.ZERO
var walk_speed = 50
var gravity = 12
var jump_pressure = 0
var jump_force = 150
var doublejump_force = 120
var current_ladder = null #Used for checking climbing every frame instead of area entered
var can_doublejump = true
var can_move_in_air = false
#Positions
var arrowpos = Vector2(5,3)
#Tiles
onready var deathtiles = map.get_node("Death")
##Preload
var pre_arrow = preload("res://objects/player/arrow_projectile.tscn")
func _physics_process(delta):
axis = Vector2(Input.get_axis("ui_left","ui_right"),Input.get_axis("ui_up","ui_down"))
#Check ladder
check_ladder()
match current_state:
State.IDLE:
_process_idle()
continue
State.WALK:
_process_walk()
continue
State.IDLE, State.WALK:
_process_idle_walk()
continue
State.JUMP:
_process_jump()
continue
State.FALL:
_process_fall()
continue
State.JUMP, State.FALL:
_process_jump_fall()
continue
State.CLIMB:
_process_climb()
continue
State.SWORD:
_process_sword()
continue
State.SHOOT:
_process_shoot()
#Gravity
if current_state != State.CLIMB: velocity.y += gravity
#Cut y velocity when hitting ceiling
if is_on_ceiling():
current_state = State.FALL
position.y += 1
velocity.y = 0
#Apply velocity
move_and_slide(velocity,Vector2.UP)
func _process_idle():
if anims.get_current_animation() != "idle": anims.play("idle")
#Stop
velocity.x = 0
#Goto Walk
if axis.x != 0: current_state = State.WALK
func _process_walk():
if anims.get_current_animation() != "walk": anims.play("walk")
#Move
move(walk_speed,0,true)
#Goto Idle
if axis.x == 0: current_state = State.IDLE
#Push Blocks
for i in get_slide_count():
var collision = get_slide_collision(i)
if collision.get_collider().is_in_group("pushable"):
collision.get_collider().push(collision.normal)
func _process_idle_walk():
can_doublejump = false
can_move_in_air = false
velocity.y = 0
#Goto Fall
if !is_on_floor(): current_state = State.FALL
#Goto Jump
check_jump()
#Goto Sword
if Input.is_action_just_pressed("sword"):
Game.play_sound(Game.a_sword,Game.ac_jump)
current_state = State.SWORD
return
#Goto Shoot
check_shoot()
func _process_jump():
jump_pressure += 1
#Pressure sensitive jump
if jump_pressure == 15 or Input.is_action_just_released("jump"):
velocity.y = -jump_force / 4
#velocity.y = 0
current_state = State.FALL
func _process_fall():
if anims.get_current_animation() != "doublejump": anims.play("jump")
#Return to idle
if is_on_floor():
current_state = State.IDLE
return
#Cant move in air
if !can_move_in_air: velocity.x = 0
func _process_jump_fall():
check_double_jump()
move(walk_speed,0,true)
#Goto Shoot
check_shoot()
func _process_climb():
can_move_in_air = true
can_doublejump = true
#Graphics
anims.play("climb")
anims.set_speed_scale(abs(axis.y))
#Climb
position.y += axis.y * 0.65
#Sound
if axis.y == -1:
if Game.ac_climb.get_stream() != Game.a_climb_up: Game.play_sound(Game.a_climb_up,Game.ac_climb)
if axis.y == 1:
if Game.ac_climb.get_stream() != Game.a_climb_down: Game.play_sound(Game.a_climb_down,Game.ac_climb)
if axis.y == 0: Game.ac_climb.set_stream(null)
#Manual Jump,, only works when holding neutral or away from ladder
if axis.x != sprite.scale.x: check_jump()
#Auto Jump
if climb_ray.get_collider() == null:
velocity.y = -jump_force
Game.ac_climb.set_stream(null)
Game.play_sound(Game.a_jump,Game.ac_jump)
current_state = State.FALL
return
func _process_sword():
anims.play("stab")
#Stop
velocity.x = 0
sword_sprite.scale.x = sprite.scale.x
#Move hitbox with flip
sword_hitbox.position.x = sprite.scale.x * 10
#Return to idle after animationplayer end anim signal
func _process_shoot():
#Stop
velocity.x = 0
if anims.get_current_animation() == "shoot air":
#Cancel air shoot animation when grounded
if is_on_floor():
current_state = State.IDLE
return
move(walk_speed,0,true)
func spawn_arrow():
Game.play_sound(Game.a_shoot,Game.ac_jump)
Game.instance_node(pre_arrow,global_position.x+(arrowpos.x*sprite.scale.x),global_position.y+arrowpos.y,map)
func check_jump():
if Input.is_action_just_pressed("jump"):
#Detach ladder
if current_state == State.CLIMB:
Game.ac_climb.set_stream(null) # stop climb sound
position.x -= sprite.scale.x * 5
anims.set_speed_scale(1)
# Jump
can_doublejump = true
can_move_in_air = true
velocity.y = 0
jump_pressure = 0
current_state = State.JUMP
Game.play_sound(Game.a_jump,Game.ac_jump)
anims.play("jump")
velocity.y = -jump_force
move(walk_speed,0,true)
func check_double_jump():
if Input.is_action_just_pressed("jump") && can_doublejump:
Game.play_sound(Game.a_doublejump,Game.ac_jump)
can_doublejump = false
velocity.y = -doublejump_force
anims.play("doublejump")
func check_shoot():
#Only Shoot if have arrows and there are no arrows onscreen
if Input.is_action_just_pressed("shoot") && Game.arrows > 0 && get_tree().get_nodes_in_group("arrow").size() == 0:
current_state = State.SHOOT
if is_on_floor():
anims.play("shoot grounded")
else:
anims.play("shoot air") #Shoot immediately in air
func move(hsp,vsp,flip:bool):
if is_on_floor() or can_move_in_air:
velocity.x = hsp * axis.x
#Flip
if flip: if sign(axis.x) != 0: sprite.scale.x = axis.x
func check_ladder():
if climb_ray.get_collider() != null:
current_ladder = climb_ray.get_collider().get_parent()
#Stop the velocity
velocity = Vector2.ZERO
#Snap to closest side
if position.x < current_ladder.middle:
position.x = current_ladder.left_snap.global_position.x
sprite.scale.x = 1
else:
position.x = current_ladder.right_snap.global_position.x
sprite.scale.x = -1
#Start Climbing
current_state = State.CLIMB
#Move the raycast
#climb_ray.position.x = 4 * sprite.scale.x
func die():
position = Game.respawn_point
Game.lives -= 1
Game.play_sound(Game.a_die,Game.ac_die)
if Game.lives < 0:
if Game.score > Game.high_score: Game.high_score = Game.score
Game.score = 0
Game.golds = 0
Game.stars = [false,false,false,false,false]
Game.shards = 0
Game.arrows = 0
Game.lives = 2
Game.ac_climb.stop()
Game.change_map(load(get_owner().filename))
func _on_AnimationPlayer_animation_finished(anim_name):
#Return to idle after slash
if anim_name == "stab":
current_state = State.IDLE
return
#Return to idle after grounded shoot
if anim_name == "shoot grounded":
current_state = State.IDLE
return
#Return to fall or idle after air shoot
if anim_name == "shoot air":
if is_on_floor():
current_state = State.IDLE
return
else:
current_state = State.FALL
return