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171
objects/player/player.gd
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171
objects/player/player.gd
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extends KinematicBody2D
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##Children
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onready var sprite = $Sprite
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onready var climb_ray = $ClimbRay
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onready var anims = $AnimationPlayer
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onready var sword_sprite = $SwordSprite
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onready var sword_hitbox = $SwordArea
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##States
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enum State {IDLE,WALK,JUMP,FALL,STUNNED,CLIMB,SWORD}
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var current_state = State.IDLE
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var axis = Vector2.ZERO
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##Physics
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var velocity = Vector2.ZERO
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var walk_speed = 50
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var gravity = 12.50
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var jump_pressure = 0
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var jump_force = 200
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var current_ladder = null
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##Attacking
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func _physics_process(delta):
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axis = Vector2(Input.get_axis("ui_left","ui_right"),Input.get_axis("ui_up","ui_down"))
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#Check ladder
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check_ladder()
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match current_state:
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State.IDLE:
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_process_idle()
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continue
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State.WALK:
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_process_walk()
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continue
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State.IDLE, State.WALK:
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_process_idle_walk()
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State.JUMP:
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_process_jump()
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continue
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State.FALL:
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_process_fall()
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continue
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State.CLIMB:
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_process_climb()
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continue
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State.SWORD:
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_process_sword()
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#Gravity
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if current_state != State.CLIMB: velocity.y += gravity
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#Apply velocity
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move_and_slide(velocity,Vector2.UP)
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print(Game.shards)
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if Input.is_action_just_pressed("debug_1"): $AnimationPlayer.play("Stab")
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func _process_idle():
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if anims.get_current_animation() != "idle": anims.play("idle")
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#Stop
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velocity.x = 0
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#Goto Walk
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if axis.x != 0: current_state = State.WALK
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func _process_walk():
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if anims.get_current_animation() != "walk": anims.play("walk")
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#Move
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move(walk_speed,0,true)
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#Goto Idle
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if axis.x == 0: current_state = State.IDLE
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#Push Blocks
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for i in get_slide_count():
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var collision = get_slide_collision(i)
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if collision.get_collider().is_in_group("pushable"):
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print(collision.get_collider())
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collision.get_collider().push(collision.normal)
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func _process_idle_walk():
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velocity.y = 0
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#Goto Fall
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if !is_on_floor(): current_state = State.FALL
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#Goto Jump
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check_jump()
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#Goto Sword
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if Input.is_action_just_pressed("sword"):
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current_state = State.SWORD
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return
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func _process_jump():
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jump_pressure += 1
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#Pressure sensitive jump
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if jump_pressure == 15 or Input.is_action_just_released("jump"):
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velocity.y = -jump_force / 4
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#velocity.y = 0
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current_state = State.FALL
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func _process_fall():
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anims.play("jump")
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#anims.play("jump")
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move(walk_speed,0,true)
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#Return to idle
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if is_on_floor():
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current_state = State.IDLE
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return
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func _process_climb():
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#Graphics
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anims.play("climb")
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anims.set_speed_scale(abs(axis.y))
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#Climb
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position.y += axis.y * 0.65
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#Manual Jump,, only works when holding neutral or away from ladder
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if axis.x != sprite.scale.x: check_jump()
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#Auto Jump
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if climb_ray.get_collider() == null:
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velocity.y = -jump_force
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current_state = State.FALL
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return
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func _process_sword():
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anims.play("stab")
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#Stop
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velocity.x = 0
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sword_sprite.scale.x = sprite.scale.x
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#Move hitbox with flip
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sword_hitbox.position.x = 10 * sprite.scale.x
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#Return to idle after animationplayer end anim signal
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func check_jump():
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if Input.is_action_just_pressed("jump") && !Input.is_action_pressed("ui_down"):
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#Detach ladder
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if current_state == State.CLIMB: position.x -= sprite.scale.x * 5
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anims.set_speed_scale(1)
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# Jump
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jump_pressure = 0
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current_state = State.JUMP
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anims.play("jump")
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velocity.y = -jump_force
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move(walk_speed,0,true)
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func move(hsp,vsp,flip:bool):
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velocity.x = hsp * axis.x
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#Flip
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if flip: if sign(axis.x) != 0: sprite.scale.x = axis.x
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func check_ladder():
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if climb_ray.get_collider() != null:
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current_ladder = climb_ray.get_collider().get_parent()
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#Stop the velocity
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velocity = Vector2.ZERO
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#Snap to closest side
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if position.x < current_ladder.middle:
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position.x = current_ladder.left_snap.global_position.x
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sprite.scale.x = 1
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else:
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position.x = current_ladder.right_snap.global_position.x
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sprite.scale.x = -1
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#Start Climbing
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current_state = State.CLIMB
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#Move the raycast
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climb_ray.position.x = 4 * sprite.scale.x
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func die():
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get_tree().reload_current_scene()
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func _on_AnimationPlayer_animation_finished(anim_name):
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#Return to idle after slash
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if anim_name == "stab":
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current_state = State.IDLE
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return
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