hero-mark-2/objects/player/player.gd
2023-03-21 20:22:52 -04:00

414 lines
11 KiB
GDScript

extends KinematicBody2D
signal hatch_exited
const ArrowProjectile = preload("res://objects/player/arrow_projectile.tscn")
##CLEAN UP CODE LATER
##Movement
export var use_iframes = false
export var walk_speed = 50
export var gravity = 12
export var max_fall_speed = INF
export var jump_time = 15
export var jump_force = 150
export var doublejump_force = 122
##Children
onready var sprite = $Sprite
onready var climb_ray = $ClimbRay
onready var anims = $AnimationPlayer
onready var sword_sprite = $SwordSprite
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,HATCH}
var current_state = State.IDLE
var can_die = true
##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 current_ladder = null #Used for checking climbing every frame instead of area entered
var jump_pressure = 0
var can_doublejump = true
var can_move_in_air = false
var transport_speed = 0.0
var transport_direction = Vector2.ZERO
#Positions
var arrowpos = Vector2(5,3)
##Preload
#Set initial respawn point
func _ready():
$LeftShoe.shape.length = 0.0
Game.respawn_point = global_position
func _physics_process(delta):
if current_state == State.INACTIVE:
return
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()
continue
State.TRANSPORT:
_process_transport(delta)
return
State.HATCH:
_process_hatch(delta)
return
#Gravity
if current_state != State.CLIMB:
velocity.y = min(velocity.y + gravity, max_fall_speed)
#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)
#Moon Jump
if Debug.moon_jump == true: can_doublejump = true
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 Debug.allow_sword && Input.is_action_just_pressed("sword"):
Audio.play_sound(Audio.a_sword,Audio.ac_jump)
current_state = State.SWORD
return
#Goto Shoot
check_shoot()
func _process_jump():
jump_pressure += 1
#Pressure sensitive jump
if jump_pressure >= jump_time 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 Audio.ac_climb.get_stream() != Audio.a_climb_up: Audio.play_sound(Audio.a_climb_up,Audio.ac_climb)
if axis.y == 1:
if Audio.ac_climb.get_stream() != Audio.a_climb_down: Audio.play_sound(Audio.a_climb_down,Audio.ac_climb)
if axis.y == 0: Audio.ac_climb.set_stream(null)
#Manual Jump,, only works when holding neutral or away from ladder
if axis.x != sprite.scale.x && Input.is_action_just_pressed("jump"):
position.x -= sprite.scale.x * 3
velocity.y = -jump_force
anims.set_speed_scale(1)
current_state = State.FALL
Audio.ac_climb.set_stream(null)
return
if climb_ray.get_collider() == null:
if axis.y == -1:
#Auto Jump
velocity.y = -jump_force
Audio.play_sound(Audio.a_jump,Audio.ac_jump)
#Auto dismount
Audio.ac_climb.set_stream(null)
current_state = State.FALL
return
#Side dismount
if axis.x != sprite.scale.x && Input.is_action_just_pressed("shoot"):
position.x -= sprite.scale.x * 3
current_state = State.FALL
anims.set_speed_scale(1)
Audio.ac_climb.set_stream(null)
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 _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()
arrow.global_position = Vector2(
global_position.x + arrowpos.x * sprite.scale.x,
global_position.y + arrowpos.y
)
arrow.direction = sprite.scale.x
arrow.add_to_group("player_arrow")
map.add_child(arrow)
func check_jump():
if Input.is_action_just_pressed("jump"):
#Detach ladder
if current_state == State.CLIMB:
Audio.ac_climb.set_stream(null) # stop climb sound
position.x -= sprite.scale.x * 3
else:
dust_particles.restart()
anims.set_speed_scale(1)
# Jump
can_doublejump = true
can_move_in_air = true
velocity.y = 0
jump_pressure = 0
current_state = State.JUMP
Audio.play_sound(Audio.a_jump,Audio.ac_jump)
anims.play("jump")
velocity.y = -jump_force
move(walk_speed,0,true)
func check_double_jump():
if is_on_floor():
check_jump()
if Input.is_action_just_pressed("jump") && can_doublejump:
Audio.play_sound(Audio.a_doublejump,Audio.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("player_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 enter_transport(speed, direction):
transport_speed = speed
transport_direction = direction
current_state = State.TRANSPORT
can_doublejump = false
anims.play("doublejump")
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\
#If the player is already dead, don't kill them again
if current_state == State.INACTIVE:
return
#Create particles
var new_particles = death_particles.duplicate()
get_parent().add_child(new_particles)
new_particles.global_position = global_position
new_particles.emitting = true
sprite.visible = false
current_state = State.INACTIVE # Set to state where player is not controllable
position = Game.respawn_point # Set respawn point
if Game.lives <= 0 && Game.use_lives:
#Gover
#Particles
new_particles.amount = 64
new_particles.lifetime = 0.45
new_particles.speed_scale = 1.5
current_state = State.INACTIVE # Set to state where player is not controllable
Audio.play_sound(Audio.a_gover, Audio.ac_die)
#Slow down time
var time_tween = get_tree().create_tween()
time_tween.tween_property(Engine, "time_scale", 0.1, 0.3)
Audio.ac_music.stream_paused = true
yield(time_tween, "finished") #Resume from freeze frame
yield(get_tree().create_timer(1.0 * 0.1), "timeout")
Game.call_deferred("restart_level")
else:
#Die
Game.lives -= 1
Game.deaths += 1
Audio.play_sound(Audio.a_die, Audio.ac_die)
yield(Game.freeze_frame(0.3), "timeout")
#Reduce points if playing in infinite lives mode
if Game.use_lives == false && Game.lives < 0:
Game.score = max(0,Game.score - 500)
#Iframes after respawn
if use_iframes:
iframe_timer.start()
can_die = false
#Respawn player
current_state = State.IDLE
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
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
func _on_SwordArea_area_entered(area):
if area.is_in_group("enemy_hitbox"):
var target = area.get_parent()
# create block text and return if blocked
if area.is_in_group("blocks_sword"):
var pos = target.global_position
Game.instance_node(Game.block_text, pos.x, pos.y, target.get_parent())
return
else:
target.die()
func _on_Area2D_body_entered(body):
if body.is_in_group("death"): die()
func _on_IframeTimer_timeout():
can_die = true