extends Hittable
class_name Player
const DustEffect := preload("res://fx/dust.tscn")
const JumpEffect := preload("res://fx/jump.tscn")
const DoubleJumpEffect := preload("res://fx/double_jump.tscn")
const WallJumpEffect := preload("res://fx/wall_dust.tscn")
@export var ACCELERATION := 512
@export var MAX_SPEED := 64
@export var JUMP_FORCE := 150
@export var MAX_WALL_SLIDE_SPEED := 110
@export var WALL_SLIDE_SPEED := 42
@export var FRICTION := 0.25
@export var AIR_MOVEMENT_MODIFIER := 0.95
@onready var sprite := $Sprite
@onready var anims := $Player as AnimationPlayer
@onready var coyote := $CoyoteJump as Timer
@onready var GRAVITY: float = ProjectSettings.get_setting(&"physics/2d/default_gravity")
func _init() -> void:
Globals.player = self
func _exit_tree() -> void:
Globals.player = null
enum State { MOVE, WALL_SLIDE, STOP }
var double_jump := true
var state := State.MOVE
var just_jumped := 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)
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)
func apply_gravity(delta: float) -> void:
velocity.y += GRAVITY * delta
velocity.y = minf(velocity.y, JUMP_FORCE)
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
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)
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
if velocity.x != 0:
play(&"run", clampi(velocity.x * sprite.scale.x, -1, 1))
else:
play(&"idle")
func play(anim: StringName, speed: float = 1.0) -> void:
anims.play(anim, -1, speed)
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
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)
func wall_slide_check():
if not is_on_floor() and is_on_wall_only():
state = State.WALL_SLIDE
double_jump = true
dust()
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)
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
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)
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
if Input.is_action_just_pressed("left"):
velocity.x = -ACCELERATION * delta
detached = true
if detached:
state = State.MOVE
wall_dust(wall_axis)
if wall_axis == 0 or is_on_floor():
state = State.MOVE