sg pushin' shovin' squishin' some snails n' skeles with rocks

This commit is contained in:
Haze Weathers 2023-05-10 18:25:26 -04:00
parent 56fb173a24
commit 3ba9afd2be
4 changed files with 117 additions and 17 deletions

View file

@ -10,6 +10,8 @@ const DeathSplatter = preload("res://objects/player/player_death_particles.tscn"
# EXPORTS #
## horizontal movement speed
export var walk_speed: float = 50.0
## speed to push pushable objects at
export var push_speed: float = 25.0
## climbing speed
export var climb_speed: float = 39.0
## gravity force
@ -43,15 +45,22 @@ onready var grounded_shape: CollisionShape2D = $"%GroundedShape"
onready var airborne_shape: CollisionShape2D = $"%AirborneShape"
onready var ladder_detector: RayCast2D = $"%LadderDetector"
onready var death_splatter_position: Position2D = $"%DeathSplatterPosition"
onready var pushable_detector: RayCast2D = $"%PushableDetector"
# OVERRIDES #
func _ready() -> void:
# death handling
Game.respawn_point = global_position
connect("died", Game, "_on_player_died")
# to detect floor on first frame
move_and_slide(Vector2(0.0, 1.0), Vector2.UP)
# make certain pushable detector will not detect player
pushable_detector.add_exception(self)
# set up state chart
state_chart.initialize()
state_chart.set_guard_property("can_respawn", true)
# state chart debug
$StateDebugLayer/StateChartDebug.target = state_chart
func _physics_process(delta: float) -> void:
@ -103,6 +112,9 @@ func _on_Grounded_state_entered() -> void:
snap.y = 2.5 # snap when in grounded state
velocity.y = 1.0
func _on_Pushing_state_entered() -> void:
animation_player.play("push")
func _on_Airborne_state_entered() -> void:
grounded_shape.disabled = true
airborne_shape.disabled = false
@ -208,6 +220,21 @@ func _process_can_walk(delta: float) -> void:
else:
animation_player.play("idle")
## rubbing up against a wall or pushing an object
func _process_pushing(delta: float) -> void:
if not is_on_wall():
state_chart.send_event("push_stop")
var input_dir = sign(Input.get_axis("ui_left", "ui_right"))
if input_dir != 0.0:
pushable_detector.force_raycast_update()
if pushable_detector.is_colliding():
var col = pushable_detector.get_collider()
if col.is_in_group("pushable"):
col.push(input_dir * push_speed)
velocity.x = input_dir * push_speed * 2.0
else:
state_chart.send_event("push_stop")
## climbing on ladders
func _process_climbing(delta: float) -> void:
# climbing movement
@ -271,10 +298,13 @@ func _process_movement(delta: float) -> void:
if col != null:
if col.remainder.y >= 1.0 and col.normal.y == 0.0:
position.x += col.normal.x * 0.001
# check for wall
if is_on_wall():
state_chart.send_event("push_start")
# COLLISION CALLBACKS #
func _on_Hitbox_body_entered(body: Node) -> void:
if body.is_in_group("death"):
die()