forked from newt/gmtk-2024
138 lines
3.6 KiB
GDScript
138 lines
3.6 KiB
GDScript
class_name Player extends Entity
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@export var GRAVITY = 30
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@export var JUMP_FORCE = 500
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@onready var animated_sprite = $AnimatedSprite2D
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@onready var attack_timer = $AttackTimer
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@onready var collider = $CollisionShape2D
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@onready var punch_hitbox = $PunchHitbox
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@onready var death_timer = $DeathTimer
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@onready var player_hurt_sfx = $PlayerHurtSfx
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@onready var player_death_sfx = $PlayerDeathSfx
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@onready var hurt_timer = $HurtTimer
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@onready var health_bar = $HealthBar
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@onready var punch_vfx = $PunchHitbox/AnimatedSprite2D
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var jumping = false
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var facing_right = true
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var right_punch = false
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var hurting = false
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var is_dying = false
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var is_death_sfx = false
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const ATTACK_DAMAGE = 25
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const INITIAL_HEALTH = 50
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const SPEED_MULTIPLIER = 300
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const ATTACK_KNOCKBACK = 5000
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func _init() -> void:
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super._init(INITIAL_HEALTH, SPEED_MULTIPLIER, ATTACK_DAMAGE)
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func _ready():
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animated_sprite.play("idle")
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punch_hitbox.body_entered.connect(punch_connect)
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punch_hitbox.visible = false
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func _physics_process(delta):
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if is_on_floor():
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# allow the player to jump
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if jumping:
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jumping = false
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if Input.is_action_just_pressed("jump"):
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velocity.y = -JUMP_FORCE
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jumping = true
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animated_sprite.play("jump")
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else:
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# apply gravity
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velocity.y += GRAVITY
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if velocity.y > 1000:
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velocity.y = 1000
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if is_dying and !player_death_sfx.playing:
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player_death_sfx.play()
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elif hurting and !player_hurt_sfx.playing and death_timer.is_stopped():
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player_hurt_sfx.play()
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# perform horizontal movement
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var horizontal_direction = Input.get_axis("move_left", "move_right")
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velocity.x = speed * horizontal_direction
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move_and_slide()
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# ensure the player faces the correct direction
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if horizontal_direction > 0 && !facing_right:
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animated_sprite.flip_h = false
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punch_hitbox.rotate(PI)
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elif horizontal_direction < 0 && facing_right:
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animated_sprite.flip_h = true
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punch_hitbox.rotate(PI)
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if horizontal_direction != 0:
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facing_right = horizontal_direction > 0
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super._physics_process(delta)
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punch_hitbox.visible = true if !attack_timer.is_stopped() else false
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func punch_connect(node: Node):
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if node is Entity and node != self and !attack_timer.is_stopped():
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node.health -= damage
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node.take_knockback(ATTACK_KNOCKBACK)
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if node.has_method("hurt_anim"):
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node.call("hurt_anim")
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func hurt_anim():
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hurting = true
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hurt_timer.start()
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func _process(delta: float) -> void:
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if health <= 0:
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is_dying = true
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death_timer.start()
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health = 99999
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if is_dying:
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animated_sprite.play("death")
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punch_hitbox.visible = false
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speed = 0
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# Reset to start on death
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if death_timer.is_stopped():
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get_tree().change_scene_to_file("res://MainMenu.tscn")
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if attack_timer.is_stopped() and Input.is_action_just_pressed("attack"):
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attack_timer.start()
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punch_vfx.play("default")
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if is_on_floor():
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animated_sprite.play("Right" if right_punch else "Left")
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right_punch = !right_punch
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else:
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animated_sprite.play("slam")
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elif attack_timer.is_stopped() and !hurting and !is_dying and !jumping:
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var horizontal_direction = Input.get_axis("move_left", "move_right")
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if is_on_floor() && horizontal_direction != 0:
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animated_sprite.play("walk")
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else:
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animated_sprite.play("idle")
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if !hurt_timer.is_stopped():
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animated_sprite.play("hurt")
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else:
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hurting = false
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var health_percentage = health * 100 / INITIAL_HEALTH
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if is_dying:
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health_bar.play("0")
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elif health_percentage > 80:
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health_bar.play("100")
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elif health_percentage > 60:
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health_bar.play("80")
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elif health_percentage > 40:
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health_bar.play("40")
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elif health_percentage > 20:
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health_bar.play("20")
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