Files
CultManor/game/characters/player/player.gd
T
2026-06-17 21:49:35 +03:00

144 lines
3.8 KiB
GDScript

class_name Player
extends CharacterBody2D
signal dead
signal interacted
const PICKUP_OFFSET = 16.0
@export_range(0.0, 1000.0) var max_speed := 160
@export_range(0.0, 1000.0) var max_fall_speed := 640
@export_range(0.0, 1000.0) var acceleration := 600.0
@export_range(0.0, 1000.0) var jump_velocity := 333.0
@export_range(0.0, 2.0) var jump_gravity_factor := 1.0
@export_range(0.0, 2.0) var fall_gravity_factor := 1.5
@export_range(0.0, 1.0) var passive_jump_factor := 0.5
var can_switch_color: bool = true
var is_dead := false
var _is_switching_needed := false
@onready var camera : Camera2D = $Camera2D
@onready var water_splash : GPUParticles2D = $WaterSplash
@onready var sprite : AnimatedSprite2D = $PlayerSprite
@onready var particles : GPUParticles2D = $GPUParticles2D
@onready var collision_switcher : CollisionSwitcher = $CollisionSwitcher
@onready var pickups : Node2D = $Pickups
@onready var jump_buffer_timer : Timer = $JumpBufferTimer
@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
state_machine.init()
func _physics_process(delta: float) -> void:
if is_on_floor():
coyote_time_timer.start()
if is_on_ceiling_only() and velocity.y < 0.0:
velocity.y = 0.0
if not is_on_floor():
var gravity_factor := jump_gravity_factor if velocity.y < 0.0 else fall_gravity_factor
if velocity.y < 0.0 and not Input.is_action_pressed("jump"):
velocity.y *= passive_jump_factor
velocity += get_gravity() * gravity_factor * delta
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
if is_dead:
_slow_down(delta*3)
else:
if Input.is_action_pressed("interact"):
interacted.emit()
if Input.is_action_just_pressed("jump"):
jump_buffer_timer.start()
if not coyote_time_timer.is_stopped() and not jump_buffer_timer.is_stopped():
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)
if _is_switching_needed:
_switch()
move_and_slide()
state_machine.physics_process(delta)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("switch_color") and can_switch_color and not particles.emitting:
_switch()
func _switch() -> void:
_is_switching_needed = false
if is_dead:
return
if center_area.get_overlapping_bodies().size() == 0:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_switch, global_position)
collision_switcher.switch_color()
particles.restart()
else:
_is_switching_needed = true
func kill(type := KillingArea.Type.None) -> void:
match type:
KillingArea.Type.Water:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_splash, global_position)
water_splash.restart()
is_dead = true
func process_dead() -> void:
dead.emit()
queue_free()
func add_pickup(pickup: AbstractPickup) -> void:
pickup.reparent.call_deferred(pickups)
_rearrange_pickups.call_deferred()
func remove_pickup(pickup: AbstractPickup) -> void:
if pickup in pickups.get_children():
pickups.remove_child(pickup)
pickup.queue_free()
_rearrange_pickups()
func _slow_down(delta: float) -> void:
velocity.x = move_toward(velocity.x, 0, acceleration * delta)
func _rearrange_pickups() -> void:
var children := pickups.get_children()
var pickup_shift := (children.size() - 1) * PICKUP_OFFSET / 2.0
for i in range(children.size()):
if not children[i] is Node2D: continue
var node := children[i] as Node2D
node.position.x = i * PICKUP_OFFSET - pickup_shift
node.position.y = 0