Got some wall jumping working. Created a basic FSM
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				| @ -4,7 +4,7 @@ var gravity = 900 | ||||
| var gravity_mid = 500 | ||||
| var gravity_fall = 1300 | ||||
| const SPEED = 200.0 | ||||
| const JUMP_VELOCITY = -400.0 | ||||
| const JUMP_VELOCITY = -300.0 | ||||
| const roll_speed = 300 | ||||
| var roll_cooldown_time = 0.5 | ||||
| var colshape_stand = 30 | ||||
| @ -17,6 +17,7 @@ var roll_time = 0 | ||||
| var roll_dir = 1 | ||||
| var side = 1 | ||||
| var state = State.Idle | ||||
| var double_jump = false | ||||
| 
 | ||||
| enum State { | ||||
| 	Idle, | ||||
| @ -27,124 +28,167 @@ enum State { | ||||
| 	Land, | ||||
| 	Attack, | ||||
| 	Roll, | ||||
| 	OnWall, | ||||
| } | ||||
| 
 | ||||
| func _physics_process(delta): | ||||
| enum RState { | ||||
| 	Grounded, | ||||
| 	Aerial, | ||||
| 	Combat, | ||||
| 	Climbing | ||||
| } | ||||
| 
 | ||||
| # A state machine might be needed here because this is getting really messy? | ||||
| # There are 4 major states; grounded, combat, aerial, climbing | ||||
| var rstate = RState.Aerial | ||||
| 
 | ||||
| func grounded(delta): | ||||
| 	if land_time >= 0: | ||||
| 		land_time -= delta | ||||
| 	if roll_cooldown >= 0: | ||||
| 		roll_cooldown -= delta | ||||
| 	if roll_time >= 0: | ||||
| 		roll_time -= delta | ||||
| 	elif state == State.Roll: | ||||
| 		$CollisionShape2D.shape.size.y = colshape_stand | ||||
| 		$CollisionShape2D.position.y = colshape_stand / -2 | ||||
| 		roll_cooldown = roll_cooldown_time | ||||
| 		# state = State.Idle | ||||
| 
 | ||||
| 	if Input.is_action_just_pressed("attack"): | ||||
| 		if is_on_floor(): | ||||
| 			state = State.Attack | ||||
| 			velocity = Vector2.ZERO | ||||
| 			sprite.play("Attack1") | ||||
| 		rstate = RState.Combat | ||||
| 		return | ||||
| 	 | ||||
| 	if state == State.Attack: | ||||
| 		await (sprite as AnimatedSprite2D).animation_finished | ||||
| 		state = State.Idle | ||||
| 
 | ||||
| 	else: | ||||
| 		if not is_on_floor(): | ||||
| 			if velocity.y > 50: | ||||
| 				velocity.y += gravity_fall * delta | ||||
| 			elif velocity.y < -50: | ||||
| 				velocity.y += gravity * delta | ||||
| 			else: | ||||
| 				velocity.y += gravity_mid * delta | ||||
| 		elif state == State.Jump or state == State.AirSpin: | ||||
| 			state = State.Land | ||||
| 			sprite.play("Land") | ||||
| 			land_time = 0.16 | ||||
| 	if Input.is_action_just_pressed("roll"): | ||||
| 		if is_on_floor() and roll_time <= 0 and roll_cooldown <= 0: | ||||
| 			# state = State.Roll | ||||
| 			roll_time = 0.55 | ||||
| 			roll_dir = -1 if sprite.flip_h else 1 | ||||
| 			$CollisionShape2D.shape.size.y = colshape_stand / 2 | ||||
| 			$CollisionShape2D.position.y = colshape_stand / -4 | ||||
| 			sprite.play("GroundRoll") | ||||
| 			return | ||||
| 	if Input.is_action_just_pressed("ui_accept") and state != State.Roll: | ||||
| 		velocity.y = JUMP_VELOCITY | ||||
| 		sprite.play("Jump") | ||||
| 		rstate = RState.Aerial | ||||
| 		sprite.pause() | ||||
| 		sprite.set_frame_and_progress(0, 0) | ||||
| 		return | ||||
| 
 | ||||
| 		if Input.is_action_just_pressed("roll"): | ||||
| 			if is_on_floor() and roll_time <= 0 and roll_cooldown <= 0: | ||||
| 				state = State.Roll | ||||
| 				roll_time = 0.55 | ||||
| 				roll_dir = -1 if sprite.flip_h else 1 | ||||
| 				$CollisionShape2D.shape.size.y = colshape_stand / 2 | ||||
| 				$CollisionShape2D.position.y = colshape_stand / -4 | ||||
| 				sprite.play("GroundRoll") | ||||
| 		if Input.is_action_just_pressed("ui_accept") and state != State.Roll: | ||||
| 			if is_on_floor(): | ||||
| 				velocity.y = JUMP_VELOCITY | ||||
| 				sprite.play("Jump") | ||||
| 				state = State.Jump | ||||
| 				sprite.pause() | ||||
| 				sprite.set_frame_and_progress(0, 0) | ||||
| 			elif state != State.AirSpin: | ||||
| 				sprite.play("AirSpin") | ||||
| 				state = State.AirSpin | ||||
| 				var boost = 0 if velocity.y > 0 else velocity.y / 3 | ||||
| 				velocity.y = JUMP_VELOCITY / 1.4 + boost | ||||
| 	# We ran off of a ledge | ||||
| 	if not is_on_floor(): | ||||
| 		rstate = RState.Aerial | ||||
| 		return | ||||
| 
 | ||||
| 		if state == State.Roll: | ||||
| 			velocity.x = roll_dir * roll_speed | ||||
| 	if state == State.Roll: | ||||
| 		velocity.x = roll_dir * roll_speed | ||||
| 	else: | ||||
| 		var speed = SPEED | ||||
| 		if Input.is_key_pressed(KEY_SHIFT): | ||||
| 			speed /= 3 | ||||
| 		var direction = Input.get_axis("left", "right") | ||||
| 
 | ||||
| 		if direction: | ||||
| 			velocity.x = direction * speed | ||||
| 		else: | ||||
| 			var speed = SPEED | ||||
| 			# Decelerate | ||||
| 			velocity.x = move_toward(velocity.x, 0, 25) | ||||
| 
 | ||||
| 		if direction != 0: | ||||
| 			sprite.flip_h = direction == -1 | ||||
| 
 | ||||
| 
 | ||||
| 	if land_time <= 0: | ||||
| 		if velocity.x != 0: | ||||
| 			if Input.is_key_pressed(KEY_SHIFT): | ||||
| 				speed /= 3 | ||||
| 			var direction = Input.get_axis("left", "right") | ||||
| 
 | ||||
| 			if direction: | ||||
| 				velocity.x = direction * speed | ||||
| 				sprite.play("Walk") | ||||
| 			else: | ||||
| 				# Decelerate | ||||
| 				velocity.x = move_toward(velocity.x, 0, 25) | ||||
| 				sprite.play("Run") | ||||
| 		else: | ||||
| 			sprite.play("Idle") | ||||
| 
 | ||||
| 			if direction != 0: | ||||
| 				sprite.flip_h = direction == -1 | ||||
| func aerial(delta): | ||||
| 	if is_on_floor(): | ||||
| 		# Transition to grounded | ||||
| 		double_jump = false | ||||
| 		rstate = RState.Grounded | ||||
| 		sprite.play("Land") | ||||
| 		land_time = 0.16 | ||||
| 		return | ||||
| 		 | ||||
| 	if is_on_wall(): | ||||
| 		rstate = RState.Climbing | ||||
| 		return | ||||
| 
 | ||||
| 		if land_time >= 0: | ||||
| 			land_time -= delta | ||||
| 		if roll_cooldown >= 0: | ||||
| 			roll_cooldown -= delta | ||||
| 		if roll_time >= 0: | ||||
| 			roll_time -= delta | ||||
| 		elif state == State.Roll: | ||||
| 			$CollisionShape2D.shape.size.y = colshape_stand | ||||
| 			$CollisionShape2D.position.y = colshape_stand / -2 | ||||
| 			roll_cooldown = roll_cooldown_time | ||||
| 			state = State.Idle | ||||
| 	# if Input.is_action_just_pressed("ui_accept") and state != State.AirSpin: | ||||
| 	if Input.is_action_just_pressed("ui_accept") and not double_jump: | ||||
| 		sprite.play("AirSpin") | ||||
| 		double_jump = true | ||||
| 		# state = State.AirSpin | ||||
| 		var boost = 0 if velocity.y > 0 else velocity.y / 3 | ||||
| 		velocity.y = JUMP_VELOCITY / 1.4 + boost | ||||
| 
 | ||||
| 		if state == State.Jump: | ||||
| 			if velocity.y > 50: | ||||
| 				sprite.set_frame_and_progress(2,0) | ||||
| 			elif velocity.y > -150: | ||||
| 				sprite.set_frame_and_progress(1, 0) | ||||
| 	if velocity.y > 50: | ||||
| 		velocity.y += gravity_fall * delta | ||||
| 	elif velocity.y < -50: | ||||
| 		velocity.y += gravity * delta | ||||
| 	else: | ||||
| 		velocity.y += gravity_mid * delta | ||||
| 
 | ||||
| 		# If shift left/right then 2 * speed, play run | ||||
| 		if land_time <= 0 and is_on_floor() and state != State.Jump and state != State.Roll: | ||||
| 			if velocity.x != 0: | ||||
| 				if Input.is_key_pressed(KEY_SHIFT): | ||||
| 					sprite.play("Walk") | ||||
| 				else: | ||||
| 					sprite.play("Run") | ||||
| 			else: | ||||
| 				sprite.play("Idle") | ||||
| 	var direction = Input.get_axis("left", "right") | ||||
| 	if direction: | ||||
| 		velocity.x = direction * SPEED * 0.9 | ||||
| 	elif double_jump: | ||||
| 		# Decelerate | ||||
| 		velocity.x = move_toward(velocity.x, 0, 3) | ||||
| 	else: | ||||
| 		velocity.x = move_toward(velocity.x, 0, 9) | ||||
| 
 | ||||
| 	if direction != 0: | ||||
| 		sprite.flip_h = direction == -1 | ||||
| 
 | ||||
| 	if not double_jump: | ||||
| 		if velocity.y > 50: | ||||
| 			sprite.set_frame_and_progress(2,0) | ||||
| 		elif velocity.y > -150: | ||||
| 			sprite.set_frame_and_progress(1, 0) | ||||
| 
 | ||||
| 
 | ||||
| func combat(delta): | ||||
| 	# state = State.Attack | ||||
| 	velocity = Vector2.ZERO | ||||
| 	sprite.play("Attack1") | ||||
| 	await (sprite as AnimatedSprite2D).animation_finished | ||||
| 	# state = State.Idle | ||||
| 	rstate = RState.Grounded | ||||
| 
 | ||||
| func climbing(delta): | ||||
| 	if Input.is_action_just_pressed("ui_accept"): | ||||
| 		rstate = RState.Aerial | ||||
| 		velocity.x = -150 | ||||
| 		velocity.y = -350 | ||||
| 		return | ||||
| 	velocity.x = 0 | ||||
| 	velocity.y = 0 | ||||
| 
 | ||||
| func _physics_process(delta): | ||||
| 	match rstate: | ||||
| 		RState.Grounded: | ||||
| 			grounded(delta) | ||||
| 		RState.Aerial: | ||||
| 			aerial(delta) | ||||
| 		RState.Combat: | ||||
| 			combat(delta) | ||||
| 		RState.Climbing: | ||||
| 			climbing(delta) | ||||
| 
 | ||||
| 	# if (state == State.Jump or state == State.AirSpin) and is_on_wall(): | ||||
| 	# 	state = State.OnWall | ||||
| 	# 	return | ||||
| 
 | ||||
| 	move_and_slide() | ||||
| 
 | ||||
| # Maybe later | ||||
| enum JumpState { | ||||
| } | ||||
| 
 | ||||
| func _play_anim(state: State, velocity: Vector2): | ||||
| 	match state: | ||||
| 		State.Idle: | ||||
| 			sprite.play("Idle") | ||||
| 		State.Run: | ||||
| 			sprite.play("Run") | ||||
| 		State.Walk: | ||||
| 			sprite.play("Walk") | ||||
| 		State.Jump: | ||||
| 			sprite.pause() | ||||
| 			sprite.set_frame_and_progress(0, 0) | ||||
| 			if velocity.y > 50: | ||||
| 				sprite.set_frame_and_progress(2,0) | ||||
| 			elif velocity.y > -150: | ||||
| 				sprite.set_frame_and_progress(1, 0) | ||||
| 		State.AirSpin: | ||||
| 			pass | ||||
| 		State.Land: | ||||
| 			sprite.play("Land") | ||||
| 
 | ||||
| func _process_velocity(state: State, delta): | ||||
| 	pass | ||||
|  | ||||
| @ -1,4 +1,4 @@ | ||||
| [gd_scene load_steps=4 format=3 uid="uid://dr8vg4b1eh6i"] | ||||
| [gd_scene load_steps=5 format=3 uid="uid://dr8vg4b1eh6i"] | ||||
| 
 | ||||
| [ext_resource type="PackedScene" uid="uid://bjc6dwxaakqdg" path="res://Scenes/Player.tscn" id="1_ibeo8"] | ||||
| 
 | ||||
| @ -7,10 +7,12 @@ | ||||
| [sub_resource type="RectangleShape2D" id="RectangleShape2D_s46ls"] | ||||
| size = Vector2(500, 20) | ||||
| 
 | ||||
| [sub_resource type="QuadMesh" id="QuadMesh_jh5sp"] | ||||
| 
 | ||||
| [node name="Node2D" type="Node2D"] | ||||
| 
 | ||||
| [node name="Player" parent="." instance=ExtResource("1_ibeo8")] | ||||
| position = Vector2(251, 168) | ||||
| position = Vector2(424, 202) | ||||
| metadata/_edit_group_ = true | ||||
| 
 | ||||
| [node name="StaticBody2D" type="StaticBody2D" parent="."] | ||||
| @ -24,6 +26,18 @@ mesh = SubResource("QuadMesh_n5vip") | ||||
| [node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"] | ||||
| shape = SubResource("RectangleShape2D_s46ls") | ||||
| 
 | ||||
| [node name="StaticBody2D4" type="StaticBody2D" parent="."] | ||||
| position = Vector2(505, 153) | ||||
| scale = Vector2(0.04, 9.08) | ||||
| 
 | ||||
| [node name="MeshInstance2D" type="MeshInstance2D" parent="StaticBody2D4"] | ||||
| modulate = Color(0.168627, 0.678431, 0.701961, 1) | ||||
| scale = Vector2(500, 20) | ||||
| mesh = SubResource("QuadMesh_jh5sp") | ||||
| 
 | ||||
| [node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D4"] | ||||
| shape = SubResource("RectangleShape2D_s46ls") | ||||
| 
 | ||||
| [node name="StaticBody2D2" type="StaticBody2D" parent="."] | ||||
| position = Vector2(331, 217) | ||||
| scale = Vector2(0.120002, 1) | ||||
|  | ||||
| @ -571,7 +571,7 @@ script = ExtResource("1_23c20") | ||||
| texture_filter = 1 | ||||
| position = Vector2(0, -16) | ||||
| sprite_frames = SubResource("SpriteFrames_gvqqb") | ||||
| animation = &"Idle" | ||||
| animation = &"Attack2" | ||||
| autoplay = "Idle" | ||||
| metadata/_edit_lock_ = true | ||||
| 
 | ||||
|  | ||||
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