capri/objects/new_player/new_player.gd
2025-03-06 11:58:42 -05:00

77 lines
1.8 KiB
GDScript

class_name NewPlayer
extends CharacterBody2D
@export_group("Ground Movement")
@export var run_acceleration: float
@export var max_run_speed: float
@export var turn_acceleration: float
@export var stopping_force: float
@export_group("Air Movement")
@export var gravity: float
@export var jump_power: float
@export_group("Internal References")
@export var state_chart: StateChart
@export var graphics: Node2D
@export var run_animation: SpritesheetAnimation
var input_dir: Vector2 = Vector2.ZERO:
set(value):
input_dir = value.sign()
state_chart.set_expression_property(&"input_dir", input_dir)
func _physics_process(delta: float) -> void:
move_and_slide()
state_chart.set_expression_property(&"velocity", velocity)
if velocity.x != 0.0:
graphics.scale.x = signf(velocity.x)
state_chart.set_expression_property(&"on_floor", is_on_floor())
input_dir = Input.get_vector(&"move_left", &"move_right", &"move_up", &"move_down")
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed(&"jump"):
state_chart.send_event(&"jump_pressed")
#region Idle
func _slow_to_stop(delta: float) -> void:
velocity.x = move_toward(velocity.x, 0.0, stopping_force * delta)
#endregion
#region Running
func _apply_run_acceleration(delta: float) -> void:
if absf(velocity.x) < max_run_speed:
velocity.x += input_dir.x * run_acceleration * delta
func _scale_run_animation(delta:float) -> void:
run_animation.speed_scale = inverse_lerp(0.0, max_run_speed, absf(velocity.x))
#endregion
#region Turning
func _apply_turn_acceleration(delta: float) -> void:
velocity.x += input_dir.x * turn_acceleration * delta
#endregion
#region Falling
func _apply_gravity(delta: float) -> void:
velocity.y += gravity * delta
#endregion
#region Jumping
func _start_jump() -> void:
velocity.y = -jump_power
#endregion
#region Missile
#endregion