Added other player states

This commit is contained in:
2026-02-02 22:04:54 +03:00
parent 81d81ae103
commit 63710b691b
26 changed files with 396 additions and 151 deletions
+10 -79
View File
@@ -5,19 +5,6 @@ extends CharacterBody2D
signal dead
const ANIMATION_IDLE = "idle"
const ANIMATION_LOOK_AROUND_1 = "look_around_1"
const ANIMATION_LOOK_AROUND_2 = "look_around_2"
const ANIMATION_WALK_LEFT = "walk_left"
const ANIMATION_WALK_RIGHT = "walk_right"
const ANIMATION_FALL_DOWN = "fall_down"
const ANIMATION_FALL_DOWN_LEFT = "fall_down_left"
const ANIMATION_FALL_DOWN_RIGHT = "fall_down_right"
const ANIMATION_FALL_UP = "fall_up"
const ANIMATION_FALL_UP_LEFT = "fall_up_left"
const ANIMATION_FALL_UP_RIGHT = "fall_up_right"
const ANIMATION_DEATH = "death"
const LOOK_AROUND_CHANCE = 25
const PICKUP_OFFSET = 16.0
@@ -31,7 +18,7 @@ const PICKUP_OFFSET = 16.0
@export_range(0.0, 1.0) var passive_jump_factor := 0.5
var _is_alive := true
var is_dead := false
var _is_switching_needed := false
@@ -42,8 +29,6 @@ var _is_switching_needed := false
@onready var coyote_time_timer : Timer = $CoyoteTimeTimer
@onready var center_area : Area2D = $CenterArea2D
@onready var state_machine : PlayerStateMachine = $PlayerStateMachine
func _ready() -> void:
collision_switcher.material = sprite.material
@@ -64,7 +49,7 @@ func _physics_process(delta: float) -> void:
velocity += get_gravity() * gravity_factor * delta
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
if not _is_alive:
if is_dead:
_slow_down(delta)
else:
if Input.is_action_just_pressed("jump"):
@@ -74,14 +59,13 @@ func _physics_process(delta: float) -> void:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_jump, global_position)
velocity.y = -jump_velocity
jump_buffer_timer.stop()
coyote_time_timer.stop()
var direction := Input.get_axis("move_left", "move_right")
if direction:
velocity.x = move_toward(velocity.x, direction * max_speed, acceleration * delta)
else:
_slow_down(delta)
_update_animation()
if _is_switching_needed:
_switch()
@@ -97,7 +81,7 @@ func _input(event: InputEvent) -> void:
func _switch() -> void:
_is_switching_needed = false
if not _is_alive:
if is_dead:
return
if center_area.get_overlapping_bodies().size() == 0:
@@ -108,8 +92,12 @@ func _switch() -> void:
func kill() -> void:
_is_alive = false
state_machine.kill_player()
is_dead = true
func process_dead() -> void:
dead.emit()
queue_free()
func add_pickup(pickup: AbstractPickup) -> void:
@@ -135,41 +123,6 @@ func _is_killing_collider(collider: Object) -> bool:
return node.has_node("PlayerKiller")
func _update_animation() -> void:
var animation := _get_animation()
if sprite.animation != animation and acceleration not in [ANIMATION_IDLE, ANIMATION_LOOK_AROUND_1, ANIMATION_LOOK_AROUND_2]:
sprite.play(animation)
func _get_animation() -> String:
if is_on_floor():
if velocity.x > 0:
return ANIMATION_WALK_RIGHT
elif velocity.x < 0:
return ANIMATION_WALK_LEFT
else:
if is_zero_approx(velocity.x):
if velocity.y > 0:
return ANIMATION_FALL_DOWN
else:
return ANIMATION_FALL_UP
if velocity.x > 0:
if velocity.y > 0:
return ANIMATION_FALL_DOWN_RIGHT
else:
return ANIMATION_FALL_UP_RIGHT
elif velocity.x < 0:
if velocity.y > 0:
return ANIMATION_FALL_DOWN_LEFT
else:
return ANIMATION_FALL_UP_LEFT
if sprite.animation in [ANIMATION_LOOK_AROUND_1, ANIMATION_LOOK_AROUND_2]:
return sprite.animation
return ANIMATION_IDLE
func _rearrange_pickups() -> void:
var children := pickups.get_children()
var pickup_shift := (children.size() - 1) * PICKUP_OFFSET / 2.0
@@ -179,25 +132,3 @@ func _rearrange_pickups() -> void:
var node := children[i] as Node2D
node.position.x = i * PICKUP_OFFSET - pickup_shift
node.position.y = 0
func _play_look_around_animation() -> void:
pass
#sprite.play(ANIMATION_LOOK_AROUND_1 if randi_range(1, 2) == 1 else ANIMATION_LOOK_AROUND_2)
func _on_animation_finished() -> void:
match sprite.animation:
#ANIMATION_LOOK_AROUND_1, ANIMATION_LOOK_AROUND_2:
#sprite.play(ANIMATION_IDLE)
ANIMATION_DEATH:
dead.emit()
queue_free()
func _on_animation_looped() -> void:
pass
#match sprite.animation:
#ANIMATION_IDLE:
#if randi_range(1, 100) <= LOOK_AROUND_CHANCE:
#_play_look_around_animation()