287 lines
6.6 KiB
C#
287 lines
6.6 KiB
C#
using Godot;
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using System;
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using System.Collections.Generic;
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public class Player : KinematicBody2D
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{
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[Export]
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private bool _isInvincible { get; set; } = false;
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[Export]
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private bool _canDoubleJump { get; set; } = true;
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[Export]
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private bool _cayoteTime { get; set; } = true;
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[Export]
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private int _maxWalkSpeed { get; set; } = 50;
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[Export]
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private int _maxRunSpeed { get; set; } = 150;
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private Event _eventBus;
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private Vector2 _velocity;
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private AnimatedSprite _sprite;
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private Camera2D _camera;
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private Timer _cayoteTimer;
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private enum State
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{
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Idle,
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Walk,
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Jump,
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DoubleJump,
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Fall,
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Swim
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};
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private Dictionary<State, Action<float>> _states;
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private Stack<State> _stateStack;
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public override void _Ready()
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{
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_eventBus = GetNode<Event>("/root/Event");
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_eventBus.Connect("PlayerTouched", this, "PlayerTouched");
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_velocity = new Vector2();
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_sprite = GetNode<AnimatedSprite>("AnimatedSprite");
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_camera = GetNode<Camera2D>("Camera2D");
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_cayoteTimer = GetNode<Timer>("CayoteTimer");
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_states = new Dictionary<State, Action<float>>();
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_states.Add(State.Idle, Idle);
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_states.Add(State.Walk, Walk);
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_states.Add(State.Fall, Fall);
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_states.Add(State.Jump, Jump);
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_states.Add(State.DoubleJump, Jump);
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_stateStack = new Stack<State>();
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_stateStack.Push(State.Idle);
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}
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public override void _PhysicsProcess(float delta)
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{
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_states[_stateStack.Peek()].Invoke(delta);
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var maxSpeed = (Input.IsActionPressed("run")) ? _maxRunSpeed : _maxWalkSpeed;
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_velocity.x = Mathf.Clamp(_velocity.x, -_maxRunSpeed, _maxRunSpeed);
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if (_velocity.x > maxSpeed)
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{
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_velocity.x = Mathf.Lerp(maxSpeed, _velocity.x, 0.1f);
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}
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if (_velocity.x < -maxSpeed)
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{
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_velocity.x = Mathf.Lerp(-maxSpeed, _velocity.x, 0.1f);
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}
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_velocity = MoveAndSlide(_velocity, Vector2.Up);
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// Make sure the player is drawn in pixel perfect spacing
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Mathf.Round(Position.x);
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Mathf.Round(Position.y);
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var count = GetSlideCount();
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for (var i = 0; i < count; i++)
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{
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KinematicCollision2D collision = GetSlideCollision(i);
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var collider = (Node) collision.Collider;
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if (collider.IsInGroup("Enemy"))
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{
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_eventBus.EmitSignal("PlayerTouched");
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}
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collision.Dispose();
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}
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}
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private void ApplyGravity(float delta)
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{
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_velocity.y += (int) ProjectSettings.GetSetting("physics/2d/default_gravity") * delta * 5;
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}
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private void EnterState(State state)
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{
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_eventBus.EmitSignal("DebugState", state.ToString());
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_stateStack.Push(state);
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ChangeStateMechanics();
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ChangeStateAnimation();
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}
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private void ExitState()
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{
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_stateStack.Pop();
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_eventBus.EmitSignal("DebugState", _stateStack.Peek().ToString());
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ChangeStateAnimation();
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}
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private void ChangeStateMechanics()
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{
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switch (_stateStack.Peek())
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{
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case State.Jump:
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_velocity.y = -250;
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break;
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case State.DoubleJump:
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_velocity.y = -260;
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break;
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default:
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_cayoteTimer.Stop();
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break;
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}
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}
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private void ChangeStateAnimation()
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{
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switch (_stateStack.Peek())
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{
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case State.Idle:
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_sprite.Play("idle");
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break;
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case State.Walk:
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_sprite.Play("walk");
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break;
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case State.Fall:
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_sprite.Play("jump");
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break;
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case State.Jump:
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_sprite.Play("jump");
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break;
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}
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}
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private void Idle(float delta)
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{
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ApplyGravity(delta);
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_velocity.x = Mathf.Lerp(_velocity.x, 0, 0.5f);
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if (Input.IsActionPressed("right") || Input.IsActionPressed("left"))
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{
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EnterState(State.Walk);
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return;
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}
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if (Input.IsActionJustPressed("jump"))
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{
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EnterState(State.Jump);
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}
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if (!IsOnFloor())
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{
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EnterState(State.Fall);
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return;
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}
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}
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private void Walk(float delta)
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{
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ApplyGravity(delta);
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if (Input.IsActionPressed("right"))
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{
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_velocity.x += (_velocity.x < 0) ? 9 : 3;
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// Ice:
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//_velocity.x += 3;
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_sprite.FlipH = false;
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}
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else if (Input.IsActionPressed("left"))
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{
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_velocity.x -= (_velocity.x > 0) ? 9 : 3;
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// Ice:
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//_velocity.x -= 3;
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_sprite.FlipH = true;
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}
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else
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{
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ExitState();
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return;
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}
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if (Input.IsActionJustPressed("jump"))
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{
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EnterState(State.Jump);
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return;
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}
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if (!IsOnFloor())
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{
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if (!_cayoteTime)
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{
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EnterState(State.Fall);
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}
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else
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{
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if (_cayoteTimer.TimeLeft == 0)
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{
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_cayoteTimer.Start();
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}
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}
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return;
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}
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}
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private void Fall(float delta)
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{
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JumpMove(delta);
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if (IsOnFloor())
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{
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ExitState();
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return;
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}
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}
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private void Jump(float delta)
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{
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JumpMove(delta);
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if (_canDoubleJump && _stateStack.Peek() != State.DoubleJump && Input.IsActionJustPressed("jump"))
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{
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EnterState(State.DoubleJump);
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return;
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}
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if (IsOnFloor())
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{
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ExitState();
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return;
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}
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}
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private void JumpMove(float delta)
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{
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ApplyGravity(delta);
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if (Input.IsActionJustReleased("jump"))
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{
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if (_velocity.y < -100)
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{
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_velocity.y = -100;
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return;
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}
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}
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if (Input.IsActionPressed("right"))
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{
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_velocity.x += (_velocity.x >= 20) ? 2 : 5;
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_sprite.FlipH = false;
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}
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else if (Input.IsActionPressed("left"))
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{
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_velocity.x -= (_velocity.x <= -20) ? 2 : 5;
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_sprite.FlipH = true;
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}
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}
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public void OnCayoteTimerTimeout()
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{
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EnterState(State.Fall);
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}
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public void PlayerTouched()
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{
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GD.Print("Touched");
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}
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}
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