added hatches!

This commit is contained in:
pennyrigate 2023-03-21 20:17:27 -04:00
parent 9947cdfc45
commit 3433dae09c
10 changed files with 267 additions and 18 deletions

View file

@ -1,5 +1,7 @@
extends KinematicBody2D
signal hatch_exited
const ArrowProjectile = preload("res://objects/player/arrow_projectile.tscn")
##CLEAN UP CODE LATER
@ -20,10 +22,12 @@ onready var sword_hitbox = $SwordArea
onready var death_particles = $DeathSplatter
onready var dust_particles = $DustParticles
onready var iframe_timer = $IframeTimer
onready var hitbox = $Area2D/CollisionShape2D2
#Map
onready var map = get_owner()
##States
enum State {IDLE,WALK,JUMP,FALL,STUNNED,CLIMB,SWORD,SHOOT,INACTIVE,TRANSPORT}
enum State {IDLE,WALK,JUMP,FALL,STUNNED,CLIMB,SWORD,SHOOT,INACTIVE,TRANSPORT,HATCH}
var current_state = State.IDLE
var can_die = true
##Runtime
@ -83,6 +87,9 @@ func _physics_process(delta):
State.TRANSPORT:
_process_transport(delta)
return
State.HATCH:
_process_hatch(delta)
return
#Gravity
if current_state != State.CLIMB:
@ -217,6 +224,11 @@ func _process_shoot():
func _process_transport(delta):
position += transport_direction * transport_speed * delta
func _process_hatch(delta):
if Input.is_action_just_pressed("exit_hatch"):
anims.play("enter hatch", -1, -1.25,true)
emit_signal("hatch_exited")
func spawn_arrow():
Audio.play_sound(Audio.a_shoot,Audio.ac_jump)
var arrow = ArrowProjectile.instance()
@ -299,6 +311,13 @@ func enter_transport(speed, direction):
func exit_transport():
current_state = State.FALL
func enter_hatch(snap_position):
position = snap_position
current_state = State.INACTIVE
hitbox.disabled = true
collision_layer = 0
anims.play("enter hatch", -1, 1.25)
func die():
if can_die:
Audio.ac_climb.set_stream(null) # stop climbing sound\
@ -346,6 +365,16 @@ func die():
sprite.visible = true
func _on_AnimationPlayer_animation_finished(anim_name):
#Set hatch state
if anim_name == "enter hatch":
match current_state:
State.INACTIVE:
current_state = State.HATCH
return
State.HATCH:
current_state = State.IDLE
hitbox.disabled = false
collision_layer = 2
if current_state == State.INACTIVE:
return
#Return to idle after slash