🍻 You can now climb walls & ceilings

main
Ervan Lefevre 2 years ago
parent 50fb9e9496
commit b2244386f3
  1. 66
      nodes/player/player.gd
  2. 2
      nodes/player/player.tscn
  3. 6
      scenes/poc.tscn
  4. 5
      scripts/gameplay/rising_level.gd
  5. 7
      scripts/ia/fsm.gd

@ -2,17 +2,27 @@ extends CharacterBody2D
class_name Player
const SPEED = 300.0
const JUMP_VELOCITY = -300.0
const SPEED = 100.0
const JUMP_VELOCITY = 200.0
const STATES= [
"spawn",
"idle",
"walk",
"climb",
"jump",
"die"
]
var use_gravity = {
"climb": false,
"die": false,
"idle": true,
"jump": true,
"spawn": true,
"walk": true
}
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@ -24,7 +34,7 @@ func _enter_spawn():
$fsm.set_next_state("idle")
func on_enter_idle_state():
velocity.x = 0.0
pass
func idle_state(_delta):
var direction = Input.get_axis("ui_left", "ui_right")
@ -37,32 +47,74 @@ func idle_state(_delta):
func walk_state(_delta):
var direction = Input.get_axis("ui_left", "ui_right")
if direction:
if direction != 0:
velocity.x = direction * SPEED
else:
velocity.x = 0
$fsm.set_next_state("idle")
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
$fsm.set_next_state("jump")
# detect collision with wall or ceiling to enter climb state
if is_on_wall() or is_on_ceiling():
velocity.y = 0
$fsm.set_next_state("climb")
func on_enter_jump_state():
velocity.y = JUMP_VELOCITY
if is_on_floor():
velocity.y = -JUMP_VELOCITY
func jump_state(_delta):
var direction = Input.get_axis("ui_left", "ui_right")
velocity.x = move_toward(velocity.x, direction * SPEED, SPEED)
if(direction):
velocity.x = move_toward(velocity.x, direction * SPEED, SPEED)
if is_on_floor():
if direction:
$fsm.set_next_state("walk")
else:
velocity.x = 0
$fsm.set_next_state("idle")
if is_on_wall() or is_on_ceiling():
$fsm.set_next_state("climb")
func on_enter_climb_state():
$sprite.modulate = Color(1, 0, 0)
velocity = Vector2(0, 0)
func on_exit_climb_state():
$sprite.modulate = Color(1, 1, 1)
func climb_state(_delta):
if is_on_wall():
var direction = Input.get_axis("ui_up", "ui_down")
velocity = Vector2(0, direction * SPEED)
if is_on_ceiling():
var direction = Input.get_axis("ui_left", "ui_right")
velocity = Vector2(direction * SPEED, 0)
if Input.is_action_just_pressed("ui_accept") and is_on_wall():
var wall_position = get_slide_collision(0).get_normal().x
var jump_normal = Vector2(wall_position, -0.5).normalized()
velocity = jump_normal * JUMP_VELOCITY
$fsm.set_next_state("jump")
if is_on_ceiling() && Input.is_action_just_pressed("ui_down"):
velocity.y = 0
$fsm.set_next_state("idle")
if !is_on_wall() && !is_on_ceiling():
$fsm.set_next_state("idle")
func after_state(delta):
move_and_slide()
if not is_on_floor():
if use_gravity[$fsm.current_state] == true:
velocity.y += gravity * delta

@ -24,4 +24,4 @@ shape = SubResource("CapsuleShape2D_w17ly")
metadata/_edit_group_ = true
[node name="camera" type="Camera2D" parent="."]
zoom = Vector2(2, 2)
zoom = Vector2(4, 4)

File diff suppressed because one or more lines are too long

@ -3,10 +3,13 @@ class_name RisingLevel
@export var RISING_SPEED = 30
func _ready():
body_entered.connect(_body_entered)
func _physics_process(delta):
$shape.position.y -= RISING_SPEED * delta
self.position = self.position
body_entered.connect(_body_entered)
func _body_entered(body):
if body.is_in_group("player"):

@ -38,9 +38,10 @@ func _transition():
next_state = null
print(self.name + " transitioning to " + current_state)
var on_exit_state_method = "on_exit_" + current_state + "_state"
if on_exit_state_method in root:
root.call(on_exit_state_method)
if previous_state:
var on_exit_state_method = "on_exit_" + previous_state + "_state"
if on_exit_state_method in root:
root.call(on_exit_state_method)
var on_enter_state_method = "on_enter_" + current_state + "_state"
if on_enter_state_method in root:

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