Files
NeonCollapse/game/entities/player/player.gd
T

78 lines
2.5 KiB
GDScript

class_name Player
extends CharacterBody2D
@export_group("Movement", "movement")
@export_range(0.0, 1000.0) var movement_max_speed_normal := 350
@export_range(0.0, 1000.0) var movement_max_speed_after_attack := 250
@export_range(0.0, 1000.0) var movement_acceleration := 1000.0
@export_group("Jump", "jump")
@export_range(0.0, 1000.0) var jump_max_fall_speed := 1000
@export_range(0.0, 1000.0) var jump_velocity := 500.0
@export_group("Gravity factors", "gravity_factor")
@export_range(0.0, 2.0) var gravity_factor_jump := 1.0
@export_range(0.0, 2.0) var gravity_factor_fall := 1.5
@export_range(0.0, 2.0) var gravity_factor_slide := 0.1
@export_range(0.0, 1.0) var gravity_factor_passive_jump := 0.5
@onready var state_machine : StateMachine = $StateMachine
@onready var jump_buffer_timer : Timer = $JumpBufferTimer
@onready var coyote_time_timer : Timer = $CoyoteTimeTimer
@onready var attack_cooldown_timer : Timer = $AttackCooldownTimer
@onready var attack_slowdown_timer : Timer = $AttackSlowdownTimer
@onready var slide_delay_timer : Timer = $SlideDelayTimer
func _ready() -> void:
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 := gravity_factor_jump if velocity.y < 0.0 else gravity_factor_fall
if velocity.y < 0.0 and not Input.is_action_pressed("jump"):
velocity.y *= gravity_factor_passive_jump
velocity += get_gravity() * gravity_factor * delta
velocity.y = clampf(velocity.y, -jump_max_fall_speed, jump_max_fall_speed)
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():
velocity.y = -jump_velocity
jump_buffer_timer.stop()
coyote_time_timer.stop()
var direction := Input.get_axis("move_left", "move_right")
if direction:
var max_speed : float
if attack_slowdown_timer.is_stopped():
max_speed = movement_max_speed_normal
else:
max_speed = movement_max_speed_after_attack
velocity.x = move_toward(velocity.x, direction * max_speed, movement_acceleration * delta)
else:
velocity.x = move_toward(velocity.x, 0, movement_acceleration * delta)
move_and_slide()
state_machine.physics_process(delta)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("attack") and attack_cooldown_timer.is_stopped():
attack_cooldown_timer.start()
print("Attack")