Added player attack

This commit is contained in:
2026-07-01 12:29:21 +03:00
parent fdece3a3dc
commit bde22d87a9
6 changed files with 97 additions and 25 deletions
+43 -9
View File
@@ -43,8 +43,10 @@ var _current_health: = MAX_HEALTH:
@onready var player_sprite : AnimatedSprite2D = $PlayerSprite
@onready var blade_sprite : AnimatedSprite2D = $BladeSprite
@onready var attack_left_sprite : AnimatedSprite2D = $AttackLeftSprite
@onready var attack_right_sprite : AnimatedSprite2D = $AttackRightSprite
@onready var left_attack_sprite : AnimatedSprite2D = $LeftAttackSprite
@onready var right_attack_sprite : AnimatedSprite2D = $RightAttackSprite
@onready var left_attack_area : Area2D = $LeftAttackArea
@onready var right_attack_area : Area2D = $RightAttackArea
@onready var camera : Camera2D = $Camera2D
@onready var state_machine : StateMachine = $StateMachine
@@ -55,6 +57,7 @@ var _current_health: = MAX_HEALTH:
@onready var wall_coyote_time_timer : Timer = $WallCoyoteTimeTimer
@onready var wall_attach_timer : Timer = $WallAttachTimer
@onready var attack_buffer_timer : Timer = $AttackBufferTimer
@onready var attack_cooldown_timer : Timer = $AttackCooldownTimer
@onready var wall_left_particles : GPUParticles2D = $WallLeftParticles
@@ -66,7 +69,7 @@ var _current_health: = MAX_HEALTH:
func _ready() -> void:
state_machine.init()
for sprite : AnimatedSprite2D in [ attack_left_sprite, attack_right_sprite ]:
for sprite : AnimatedSprite2D in [ left_attack_sprite, right_attack_sprite ]:
var lambda := func() -> void:
sprite.hide()
if not is_zero_approx(velocity.x):
@@ -75,7 +78,7 @@ func _ready() -> void:
sprite.hide()
func _physics_process(delta: float) -> void:
func _physics_process(delta: float) -> void:
if is_on_floor():
floor_coyote_time_timer.start()
_last_wall_normal = 0.0
@@ -120,22 +123,27 @@ func _physics_process(delta: float) -> void:
wall_coyote_time_timer.stop()
SoundManager.play_sfx_stream(SoundManager.sfx_stream_wall_jump, global_position)
if input_direction:
var input_velocity := input_direction * _max_speed
velocity.x = move_toward(velocity.x, input_velocity, move_acceleration * delta)
else:
velocity.x = move_toward(velocity.x, 0, move_acceleration * delta)
if not attack_buffer_timer.is_stopped():
if _can_attack():
_attack()
attack_buffer_timer.stop()
move_and_slide()
state_machine.physics_process(delta)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("attack"):
if not _slow_down_tween or not _slow_down_tween.is_running():
if not is_on_wall() and not is_on_floor() or not is_zero_approx(velocity.x):
_attack()
if _can_attack():
_attack()
else:
attack_buffer_timer.start()
func deal_damage(value: float) -> void:
@@ -145,15 +153,41 @@ func deal_damage(value: float) -> void:
dead.emit()
func _can_attack() -> bool:
if not attack_cooldown_timer.is_stopped():
return false
if is_on_wall() and is_on_floor() or is_zero_approx(velocity.x):
return false
return true
func _attack() -> void:
var sprite := attack_left_sprite if velocity.x <= 0.0 else attack_right_sprite
attack_cooldown_timer.start()
var is_left := velocity.x <= 0.0
var sprite := left_attack_sprite if is_left else right_attack_sprite
var attack_area := left_attack_area if is_left else right_attack_area
sprite.show()
attack_area.monitoring = true
blade_sprite.hide()
sprite.play("attack")
SoundManager.play_sfx_stream(SoundManager.sfx_stream_swing, global_position)
_max_speed = move_max_speed_normal
_slow_down_tween = create_tween()
_slow_down_tween.tween_property(self, "_max_speed", move_max_speed_slowed, slow_down_attack)
_slow_down_tween.tween_property(self, "_max_speed", move_max_speed_slowed, slow_down_sustain)
_slow_down_tween.tween_property(self, "_max_speed", move_max_speed_normal, slow_down_release)
_slow_down_tween.tween_property(sprite, "visible", false, 0.0)
func _on_attack_area_entered(area: Area2D) -> void:
if area is TurretProjectile:
area.queue_free()
func _on_left_attack_sprite_animation_finished() -> void:
left_attack_area.monitoring = false
func _on_right_attack_sprite_animation_finished() -> void:
right_attack_area.monitoring = false