a game about throwing hammers made for the github game off
Diffstat (limited to 'player/player.gd')
-rw-r--r--player/player.gd308
1 files changed, 166 insertions, 142 deletions
diff --git a/player/player.gd b/player/player.gd
index 8034e2c..000d711 100644
--- a/player/player.gd
+++ b/player/player.gd
@@ -6,199 +6,223 @@ const JumpEffect := preload("res://fx/jump.tscn")
const DoubleJumpEffect := preload("res://fx/double_jump.tscn")
const WallJumpEffect := preload("res://fx/wall_dust.tscn")
+## Accel
@export var ACCELERATION := 512
+
+## Topspeed
@export var MAX_SPEED := 64
+
+## Jump force
@export var JUMP_FORCE := 150
+
+## The topspeed at which we slide down the wall
@export var MAX_WALL_SLIDE_SPEED := 110
+
+## The standard speed at which we slide down the wall
@export var WALL_SLIDE_SPEED := 42
+## Friction
@export var FRICTION := 0.25
+
+## How much less movement control to have in the air
@export var AIR_MOVEMENT_MODIFIER := 0.95
-@onready var sprite := $Sprite
+@onready var sprite := $Sprite as Sprite2D
@onready var anims := $Player as AnimationPlayer
-@onready var coyote := $CoyoteJump as Timer
+## The coyote jump timer.
+## Allows you to jump after leaving the ground if the timer has not run out.
+@onready var coyote := $CoyoteJump as Timer
@onready var GRAVITY: float = ProjectSettings.get_setting(&"physics/2d/default_gravity")
func _init() -> void:
- Globals.player = self
+ Globals.player = self
func _exit_tree() -> void:
- Globals.player = null
+ Globals.player = null
+## State enum.
enum State { MOVE, WALL_SLIDE, STOP }
+## Can we double jump now?
var double_jump := true
+
+## The current state, one of the State enums.
var state := State.MOVE
+
+## Have we just jumped?
var just_jumped := false
+var has_hammer := false
func _physics_process(delta: float) -> void:
- just_jumped = false
- match state:
- State.STOP:
- velocity = Vector2.ZERO
- play(&"idle")
- State.MOVE:
- var input := Input.get_axis(&"left", &"right")
- apply_force(input, delta)
- apply_friction(input)
-
- jump_check()
-
- apply_gravity(delta)
-
- animate()
- move()
- wall_slide_check()
- State.WALL_SLIDE:
- play(&"wall_slide")
- var wall_axis := get_wall_axis()
- if wall_axis != 0:
- sprite.scale.x = wall_axis
-
- wall_slide_jump_check(wall_axis)
- wall_slide_drop(delta)
- move()
- wall_detatch(wall_axis, delta)
-
-
+ just_jumped = false
+ match state:
+ State.STOP:
+ velocity = Vector2.ZERO
+ play(&"idle")
+ State.MOVE:
+ var input := Input.get_axis(&"left", &"right")
+ apply_force(input, delta)
+ apply_friction(input)
+
+ jump_check()
+
+ apply_gravity(delta)
+
+ animate()
+ move()
+ wall_slide_check()
+ State.WALL_SLIDE:
+ play(&"wall_slide")
+ var wall_axis := get_wall_axis()
+ if wall_axis != 0:
+ sprite.scale.x = wall_axis
+
+ wall_slide_jump_check(wall_axis)
+ wall_slide_drop(delta)
+ move()
+ wall_detatch(wall_axis, delta)
+
+## Creates floor dust.
func dust() -> void:
- var dust_position := global_position
- dust_position.x += randf_range(-4, 4)
- Utils.instance_scene_on_main(DustEffect, dust_position)
- # SoundFx.play("Step", -20)
-
+ var dust_position := global_position
+ dust_position.x += randf_range(-4, 4)
+ Utils.instance_scene_on_main(DustEffect, dust_position)
+ # SoundFx.play("Step", -20)
+## Applys gravity.
func apply_gravity(delta: float) -> void:
- velocity.y += GRAVITY * delta
- velocity.y = minf(velocity.y, JUMP_FORCE)
-
+ velocity.y += GRAVITY * delta
+ velocity.y = minf(velocity.y, JUMP_FORCE)
+## Applys force with the [param input] of the player.
func apply_force(input: float, delta: float) -> void:
- if input != 0:
- velocity.x += input * ACCELERATION * delta
- velocity.x = clampf(velocity.x, -MAX_SPEED, MAX_SPEED)
- # if not is_on_floor():
- # velocity.x *= AIR_MOVEMENT_MODIFIER
-
+ if input != 0:
+ velocity.x += input * ACCELERATION * delta
+ velocity.x = clampf(velocity.x, -MAX_SPEED, MAX_SPEED)
+ if not is_on_floor():
+ velocity.x *= AIR_MOVEMENT_MODIFIER
+## Applys friction to the player.
func apply_friction(input: float) -> void:
- if input == 0 and not is_zero_approx(velocity.x) and is_on_floor():
- velocity.x = lerpf(velocity.x, 0, FRICTION)
-
+ if input == 0 and not is_zero_approx(velocity.x) and is_on_floor():
+ velocity.x = lerpf(velocity.x, 0, FRICTION)
+## Plays animations for the move state.
func animate() -> void:
- var facing = sign(get_local_mouse_position().x)
- if facing != 0:
- sprite.scale.x = facing
-
- if not is_on_floor():
- play(&"jump")
- return
+ var facing: int = sign(get_local_mouse_position().x)
+ if facing != 0:
+ sprite.scale.x = facing
- if velocity.x != 0:
- play(&"run", clampi(velocity.x * sprite.scale.x, -1, 1))
- else:
- play(&"idle")
+ if not is_on_floor():
+ play(&"jump")
+ return
+ if velocity.x != 0:
+ play(&"run", sign(velocity.x * sprite.scale.x))
+ else:
+ play(&"idle")
+## Plays a [param anim] with a speed of [param speed].
+## If speed is negative, animation plays backwards.
func play(anim: StringName, speed: float = 1.0) -> void:
- anims.play(anim, -1, speed)
+ anims.play(anim, -1, speed)
+## Checks if we should jump.
func jump_check() -> void:
- var want2jump := Input.is_action_just_pressed(&"jump")
- if want2jump and (is_on_floor() or coyote.time_left > 0):
- jump(JUMP_FORCE)
- just_jumped = true
- else:
- if want2jump and velocity.y < -JUMP_FORCE / 2:
- velocity.y = -JUMP_FORCE / 2
-
- if want2jump and double_jump == true:
- double_jump = false
- jump(JUMP_FORCE * .75)
-
-
-func jump(force):
- # SoundFx.play("Jump", -20)
- if double_jump:
- Utils.instance_scene_on_main(JumpEffect, global_position)
- else:
- Utils.instance_scene_on_main(DoubleJumpEffect, global_position)
- velocity.y = -force
-
-
+ var want2jump := Input.is_action_just_pressed(&"jump")
+ if want2jump and (is_on_floor() or coyote.time_left > 0):
+ jump(JUMP_FORCE)
+ just_jumped = true
+ else:
+ if want2jump and velocity.y < -JUMP_FORCE / 2:
+ velocity.y = -JUMP_FORCE / 2
+
+ if want2jump and double_jump == true:
+ double_jump = false
+ jump(JUMP_FORCE * .75)
+
+## Jumps with [param force] force.
+func jump(force: float) -> void:
+ # SoundFx.play("Jump", -20)
+ if double_jump:
+ Utils.instance_scene_on_main(JumpEffect, global_position)
+ else:
+ Utils.instance_scene_on_main(DoubleJumpEffect, global_position)
+ velocity.y = -force
+
+## Uses the velocity to move_and_slide.
func move() -> void:
- var was_in_air := not is_on_floor()
- var was_on_floor := is_on_floor()
- var last_position := position
- var last_velocity := velocity
- move_and_slide()
-
- # landing
- if was_in_air and is_on_floor():
- velocity.x = last_velocity.x
- double_jump = true
- Utils.instance_scene_on_main(JumpEffect, global_position)
-
- # just left ground
- if was_on_floor and not is_on_floor() and not just_jumped:
- position.y = last_position.y
- coyote.start()
- Utils.instance_scene_on_main(JumpEffect, global_position)
-
-
+ var was_in_air := not is_on_floor()
+ var was_on_floor := is_on_floor()
+ var last_position := position
+ var last_velocity := velocity
+ move_and_slide()
+
+ # landing
+ if was_in_air and is_on_floor():
+ velocity.x = last_velocity.x
+ double_jump = true
+ Utils.instance_scene_on_main(JumpEffect, global_position)
+
+ # just left ground
+ if was_on_floor and not is_on_floor() and not just_jumped:
+ position.y = last_position.y
+ coyote.start()
+ Utils.instance_scene_on_main(JumpEffect, global_position)
+
+## Checks if we should enter a wall slide.
func wall_slide_check():
- if not is_on_floor() and is_on_wall_only():
- state = State.WALL_SLIDE
- double_jump = true
- dust()
-
+ if not is_on_floor() and is_on_wall_only():
+ state = State.WALL_SLIDE
+ double_jump = true
+ dust()
+## Checks what wall we are against.
func get_wall_axis() -> int:
- var is_right_wall := test_move(transform, Vector2.RIGHT)
- var is_left_wall := test_move(transform, Vector2.LEFT)
- return int(is_left_wall) - int(is_right_wall)
-
-
-func wall_slide_jump_check(wall_axis) -> void:
- if Input.is_action_just_pressed("jump"):
- velocity.x = wall_axis * MAX_SPEED
- velocity.y = -JUMP_FORCE / 1.25
- state = State.MOVE
- wall_dust(wall_axis)
- # SoundFx.play("Jump", -20)
-
-
+ var is_right_wall := test_move(transform, Vector2.RIGHT)
+ var is_left_wall := test_move(transform, Vector2.LEFT)
+ return int(is_left_wall) - int(is_right_wall)
+
+## Checks if we should jump off the [param wall_axis].
+func wall_slide_jump_check(wall_axis: int) -> void:
+ if Input.is_action_just_pressed("jump"):
+ velocity.x = wall_axis * MAX_SPEED
+ velocity.y = -JUMP_FORCE / 1.25
+ state = State.MOVE
+ wall_dust(wall_axis)
+ # SoundFx.play("Jump", -20)
+
+## Creates dust against the [param wall_axis].
func wall_dust(wall_axis: int) -> void:
- var dust_position = global_position + Vector2(wall_axis * 4, -2)
- var dust_fx := Utils.instance_scene_on_main(WallJumpEffect, dust_position)
- dust_fx.scale.x = wall_axis
+ var dust_position = global_position + Vector2(wall_axis * 4, -2)
+ var dust_fx := Utils.instance_scene_on_main(WallJumpEffect, dust_position) as Node2D
+ dust_fx.scale.x = wall_axis
+## Slides down the wall.
func wall_slide_drop(delta: float) -> void:
- var max_slide_speed = WALL_SLIDE_SPEED
- if Input.is_action_pressed("down"):
- max_slide_speed = MAX_WALL_SLIDE_SPEED
- velocity.y = min(velocity.y + GRAVITY * delta, max_slide_speed)
-
+ var max_slide_speed := WALL_SLIDE_SPEED
+ if Input.is_action_pressed("down"):
+ max_slide_speed = MAX_WALL_SLIDE_SPEED
+ velocity.y = min(velocity.y + GRAVITY * delta, max_slide_speed)
+## Checks if we should detatch from the wall.
func wall_detatch(wall_axis: int, delta: float) -> void:
- var detached := false
- if Input.is_action_just_pressed("right"):
- velocity.x = ACCELERATION * delta
- detached = true
+ var detached := false
+ if Input.is_action_just_pressed("right"):
+ velocity.x = ACCELERATION * delta
+ detached = true
- if Input.is_action_just_pressed("left"):
- velocity.x = -ACCELERATION * delta
- detached = true
+ if Input.is_action_just_pressed("left"):
+ velocity.x = -ACCELERATION * delta
+ detached = true
- if detached:
- state = State.MOVE
- wall_dust(wall_axis)
+ if detached:
+ state = State.MOVE
+ wall_dust(wall_axis)
- if wall_axis == 0 or is_on_floor():
- state = State.MOVE
+ if wall_axis == 0 or is_on_floor():
+ state = State.MOVE