151 lines
3.4 KiB
GDScript
151 lines
3.4 KiB
GDScript
extends CharacterBody2D
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var gravity = 900
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var gravity_mid = 500
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var gravity_fall = 1300
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const SPEED = 200.0
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const JUMP_VELOCITY = -400.0
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const roll_speed = 300
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var roll_cooldown_time = 0.5
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var colshape_stand = 30
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@onready var sprite = $Sprites
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var land_time = 0
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var roll_cooldown = 0
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var roll_time = 0
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var roll_dir = 1
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var side = 1
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var state = State.Idle
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enum State {
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Idle,
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Run,
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Walk,
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Jump,
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AirSpin,
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Land,
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Attack,
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Roll,
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}
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func _physics_process(delta):
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if Input.is_action_just_pressed("attack"):
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if is_on_floor():
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state = State.Attack
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velocity = Vector2.ZERO
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sprite.play("Attack1")
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if state == State.Attack:
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await (sprite as AnimatedSprite2D).animation_finished
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state = State.Idle
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else:
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if not is_on_floor():
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if velocity.y > 50:
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velocity.y += gravity_fall * delta
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elif velocity.y < -50:
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velocity.y += gravity * delta
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else:
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velocity.y += gravity_mid * delta
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elif state == State.Jump or state == State.AirSpin:
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state = State.Land
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sprite.play("Land")
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land_time = 0.16
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return
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if Input.is_action_just_pressed("roll"):
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if is_on_floor() and roll_time <= 0 and roll_cooldown <= 0:
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state = State.Roll
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roll_time = 0.55
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roll_dir = -1 if sprite.flip_h else 1
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$CollisionShape2D.shape.size.y = colshape_stand / 2
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$CollisionShape2D.position.y = colshape_stand / -4
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sprite.play("GroundRoll")
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if Input.is_action_just_pressed("ui_accept") and state != State.Roll:
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if is_on_floor():
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velocity.y = JUMP_VELOCITY
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sprite.play("Jump")
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state = State.Jump
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sprite.pause()
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sprite.set_frame_and_progress(0, 0)
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elif state != State.AirSpin:
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sprite.play("AirSpin")
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state = State.AirSpin
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var boost = 0 if velocity.y > 0 else velocity.y / 3
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velocity.y = JUMP_VELOCITY / 1.4 + boost
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if state == State.Roll:
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velocity.x = roll_dir * roll_speed
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else:
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var speed = SPEED
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if Input.is_key_pressed(KEY_SHIFT):
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speed /= 3
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var direction = Input.get_axis("left", "right")
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if direction:
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velocity.x = direction * speed
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else:
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# Decelerate
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velocity.x = move_toward(velocity.x, 0, 25)
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if direction != 0:
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sprite.flip_h = direction == -1
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if land_time >= 0:
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land_time -= delta
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if roll_cooldown >= 0:
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roll_cooldown -= delta
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if roll_time >= 0:
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roll_time -= delta
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elif state == State.Roll:
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$CollisionShape2D.shape.size.y = colshape_stand
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$CollisionShape2D.position.y = colshape_stand / -2
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roll_cooldown = roll_cooldown_time
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state = State.Idle
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if state == State.Jump:
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if velocity.y > 50:
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sprite.set_frame_and_progress(2,0)
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elif velocity.y > -150:
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sprite.set_frame_and_progress(1, 0)
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# If shift left/right then 2 * speed, play run
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if land_time <= 0 and is_on_floor() and state != State.Jump and state != State.Roll:
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if velocity.x != 0:
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if Input.is_key_pressed(KEY_SHIFT):
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sprite.play("Walk")
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else:
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sprite.play("Run")
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else:
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sprite.play("Idle")
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move_and_slide()
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# Maybe later
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enum JumpState {
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}
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func _play_anim(state: State, velocity: Vector2):
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match state:
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State.Idle:
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sprite.play("Idle")
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State.Run:
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sprite.play("Run")
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State.Walk:
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sprite.play("Walk")
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State.Jump:
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sprite.pause()
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sprite.set_frame_and_progress(0, 0)
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if velocity.y > 50:
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sprite.set_frame_and_progress(2,0)
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elif velocity.y > -150:
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sprite.set_frame_and_progress(1, 0)
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State.AirSpin:
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pass
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State.Land:
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sprite.play("Land")
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func _process_velocity(state: State, delta):
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pass
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