221 lines
5.0 KiB
GDScript
221 lines
5.0 KiB
GDScript
extends CharacterBody2D
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const JUMP_VELOCITY = -260
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var dir = "none"
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var airjump = false
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var tweener1
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var tweener2
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var ignore = Vector2(0,0)
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var wall = "none"
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var can_jump = true
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var first_air = false
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var tweener = ""
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var defspeed = 100
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var sprintspeed = 150
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var SPEED = defspeed
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@export var can_move = true
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@export var on_ladder = false
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@export var ladder : CharacterBody2D
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var cool = 0.6
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func _ready():
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tweener1 = get_tree().create_tween()
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tweener2 = get_tree().create_tween()
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func _physics_process(delta):
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if on_ladder:
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if not Input.is_action_pressed("sprint") and SPEED != defspeed:
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SPEED = defspeed
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tweener = get_tree().create_tween()
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velocity = Vector2(0,0)
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$Left/CPUParticles2D.emitting = false
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$right/CPUParticles2D.emitting = false
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$AnimatedSprite2D.play("idle")
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if Input.is_action_pressed("ui_up"):
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velocity.y += -1 * SPEED * 0.5
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if Input.is_action_pressed("ui_down"):
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velocity.y += 1 * SPEED * 0.5
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if Input.is_action_just_pressed("ui_accept"):
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velocity.y = JUMP_VELOCITY
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on_ladder = false
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move_and_slide()
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return
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if Input.is_action_just_pressed("ui_left") or Input.is_action_just_pressed("ui_right"):
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on_ladder = false
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airjump = true
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$LedgeAssistWall.start()
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move_and_slide()
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return
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if not can_move:
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if not Input.is_action_pressed("sprint") and SPEED != defspeed:
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SPEED = defspeed
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tweener = get_tree().create_tween()
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return
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if Input.is_action_just_pressed("sprint"):
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if not str(tweener) == "":
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tweener.stop()
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tweener = get_tree().create_tween()
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tweener.tween_property(self,"SPEED",sprintspeed,1)
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elif Input.is_action_just_released("sprint"):
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if not str(tweener) == "":
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tweener.stop()
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tweener = get_tree().create_tween()
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tweener.tween_property(self,"SPEED",defspeed,0.3)
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if not is_on_floor():
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velocity.y += gravity * delta
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if can_jump and first_air:
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first_air = false
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$LedgeAssist.start(0.05)
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if is_on_floor():
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ignore = Vector2(0,0)
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can_jump = true
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first_air = is_on_floor() or is_on_wall_only()
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if not is_on_wall_only():
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wall = "none"
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# Handle Jump.
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if Input.is_action_just_pressed("ui_accept") and can_jump or airjump and Input.is_action_just_pressed("ui_accept"):
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can_jump = false
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$jumpsfx.play()
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velocity.y = JUMP_VELOCITY
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$AnimatedSprite2D.play("jump")
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if airjump:
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if wall == "right":
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ignore.y = 1
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ignore.x = 0
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$leftt.stop()
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$rightt.start(cool)
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elif wall == "left":
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ignore.x = 1
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ignore.y = 0
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$rightt.stop()
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$leftt.start(cool)
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wall = "none"
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airjump = false
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction = Input.get_axis("ui_left", "ui_right")
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if direction == -1:
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dir = "left"
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if wall == "none":
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$AnimatedSprite2D.flip_h = true
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else:
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$AnimatedSprite2D.flip_h = false
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elif direction == 1:
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dir = "right"
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if wall == "none":
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$AnimatedSprite2D.flip_h = false
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else:
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$AnimatedSprite2D.flip_h = true
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else:
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dir = "none"
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if velocity.y == 0:
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$AnimatedSprite2D.play("idle")
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elif not $AnimatedSprite2D.animation == "jump":
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$AnimatedSprite2D.play("jump")
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if Input.is_action_just_pressed("lookdown"):
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if tweener1.is_running():
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tweener1.stop()
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tweener2 = get_tree().create_tween()
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tweener2.tween_property($Camera2D,"offset",Vector2(0,50),0.5)
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elif Input.is_action_just_released("lookdown"):
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if tweener2.is_running():
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tweener2.stop()
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tweener1 = get_tree().create_tween()
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tweener1.tween_property($Camera2D,"offset",Vector2(0,0),0.5)
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print($Camera2D.offset)
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if not velocity.x == 0 and velocity.y == 0:
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$AnimatedSprite2D.play("move")
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if not is_on_floor() and not on_ladder:
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var left_collide = $Left.get_overlapping_bodies()
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var right_collide = $right.get_overlapping_bodies()
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if dir == "left" and len($Left.get_overlapping_bodies()) >= 1 and not ignore.x:
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velocity.y *= 0.6
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wall = "left"
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$Left/CPUParticles2D.emitting = true
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$right/CPUParticles2D.emitting = false
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$AnimatedSprite2D.play("wall")
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airjump = true
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elif dir == "right" and len($right.get_overlapping_bodies()) >= 1 and not ignore.y:
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velocity.y *= 0.6
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wall = "right"
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$right/CPUParticles2D.emitting = true
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$Left/CPUParticles2D.emitting = false
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$AnimatedSprite2D.play("wall")
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airjump = true
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else:
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$Left/CPUParticles2D.emitting = false
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$right/CPUParticles2D.emitting = false
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if airjump:
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$LedgeAssistWall.start()
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else:
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airjump = false
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else:
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$Left/CPUParticles2D.emitting = false
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$right/CPUParticles2D.emitting = false
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move_and_slide()
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func _on_leftt_timeout():
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ignore.x = 0
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func _on_rightt_timeout():
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ignore.y = 0
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func _on_ledge_assist_timeout():
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can_jump = false
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func _on_ledge_assist_wall_timeout():
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airjump = false
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