Files
CultManor/game/characters/player.gd
T
2026-01-11 17:25:29 +03:00

188 lines
5.2 KiB
GDScript

class_name Player
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
@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 := 320.0
@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 _is_alive := true
@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
@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
func _ready() -> void:
collision_switcher.material = sprite.material
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 not _is_alive:
_slow_down(delta)
else:
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()
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()
var was_collided := move_and_slide()
if was_collided and _is_alive:
for i in range(get_slide_collision_count()):
var collision := get_slide_collision(i)
if _is_killing_collider(collision.get_collider()) and _is_alive:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_death, global_position)
_is_alive = false
collision_mask = 1
get_tree().paused = true
process_mode = Node.PROCESS_MODE_ALWAYS
sprite.play(ANIMATION_DEATH)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("switch_color") and _is_alive:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_switch, global_position)
collision_switcher.switch_color()
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 _is_killing_collider(collider: Object) -> bool:
if not collider is Node: return false
var node := collider as Node
return node.has_node("PlayerKiller")
func _update_animation() -> void:
var animation := _get_animation()
if sprite.animation != animation:
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
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
func _play_look_around_animation() -> void:
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:
match sprite.animation:
ANIMATION_IDLE:
if randi_range(1, 100) <= LOOK_AROUND_CHANCE:
_play_look_around_animation()