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167 lines
3.6 KiB
167 lines
3.6 KiB
extends CharacterBody2D
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class_name Player
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const SPEED = 100.0
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const JUMP_VELOCITY = 200.0
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const STATES= [
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"climb",
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"die",
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"idle",
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"jump",
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"spawn",
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"walk"
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]
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var use_gravity = {
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"climb": false,
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"die": true,
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"idle": true,
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"jump": true,
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"spawn": true,
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"walk": true
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}
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var can_grab_obstacles = {
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"climb": false,
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"die": false,
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"idle": true,
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"jump": false,
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"spawn": false,
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"walk": true
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}
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@onready var grab_ray = get_node('grab_ray')
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var grabbed_obstacle = null
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func _ready():
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$fsm.set_states(STATES)
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add_to_group("player")
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func on_enter_spawn_state():
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$fsm.set_next_state("idle")
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func on_enter_idle_state():
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pass
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func idle_state(_delta):
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var direction = Input.get_axis("player_left", "player_right")
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if is_on_floor():
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velocity.x = 0
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if direction:
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$fsm.set_next_state("walk")
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elif Input.is_action_just_pressed("player_jump") and is_on_floor():
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$fsm.set_next_state("jump")
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func walk_state(_delta):
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var direction = Input.get_axis("player_left", "player_right")
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if direction != 0:
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velocity.x = direction * SPEED
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else:
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velocity.x = 0
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$fsm.set_next_state("idle")
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if Input.is_action_just_pressed("player_jump") and is_on_floor():
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$fsm.set_next_state("jump")
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if is_on_wall() or (Input.is_action_pressed('player_up') && is_on_ceiling()):
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velocity.y = 0
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$fsm.set_next_state("climb")
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func on_enter_jump_state():
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if is_on_floor():
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velocity.y = -JUMP_VELOCITY
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func jump_state(_delta):
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var direction = Input.get_axis("player_left", "player_right")
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if(direction):
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velocity.x = move_toward(velocity.x, direction * SPEED, SPEED)
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if is_on_floor():
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if direction:
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$fsm.set_next_state("walk")
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else:
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velocity.x = 0
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$fsm.set_next_state("idle")
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if is_on_wall() || (is_on_ceiling() and Input.is_action_pressed("player_up")):
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$fsm.set_next_state("climb")
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func on_enter_climb_state():
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$sprite.modulate = Color(1, 0, 0)
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velocity = Vector2(0, 0)
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func on_exit_climb_state():
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$sprite.modulate = Color(1, 1, 1)
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func climb_state(_delta):
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if is_on_wall():
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var direction = Input.get_axis("player_up", "player_down")
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velocity = Vector2(0, direction * SPEED)
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if is_on_ceiling():
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var direction = Input.get_axis("player_left", "player_right")
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velocity = Vector2(direction * SPEED, 0)
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if Input.is_action_just_pressed("player_jump") and is_on_wall():
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var wall_position = get_slide_collision(0).get_normal().x
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var jump_normal = Vector2(wall_position, -0.5).normalized()
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velocity = jump_normal * JUMP_VELOCITY
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$fsm.set_next_state("jump")
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if is_on_ceiling() && Input.is_action_just_pressed("player_down"):
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velocity.y = 0
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$fsm.set_next_state("idle")
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if !is_on_wall() && !is_on_ceiling():
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$fsm.set_next_state("idle")
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func after_state(delta):
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move_and_slide()
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if use_gravity[$fsm.current_state] == true:
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velocity.y += gravity * delta
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if can_grab_obstacles[$fsm.current_state] == true:
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handle_grab()
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func handle_grab():
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if Input.is_action_just_pressed('player_action'):
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if grabbed_obstacle == null:
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var collision = grab_ray.get_collider()
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print('collision', collision)
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if collision:
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var obstacle = collision
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print('obstacle', obstacle)
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if obstacle.is_in_group("obstacle"):
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do_grab(obstacle)
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else:
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drop_obstacle()
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func do_grab(obstacle):
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grabbed_obstacle = obstacle
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obstacle.grabbed(self)
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func drop_obstacle():
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grabbed_obstacle.dropped()
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grabbed_obstacle = null
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func die():
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$fsm.set_next_state("die")
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func on_enter_die_state():
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velocity = Vector2(0, -500)
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$shape.disabled = true
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# $AnimationPlayer.play("die")
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