gmtk-2024/scripts/player.gd
2024-08-17 22:39:51 +01:00

113 lines
2.8 KiB
GDScript

extends Entity
@export var GRAVITY = 30
@export var JUMP_FORCE = 500
@onready var animated_sprite = $AnimatedSprite2D
@onready var attack_timer = $AttackTimer
@onready var collider = $CollisionShape2D
@onready var punch_hitbox = $PunchHitbox
@onready var death_timer = $DeathTimer
var jumping = false
var facing_right = true
var right_punch = false
var hurting = false
var is_dying = false
const ATTACK_DAMAGE = 25
const INITIAL_HEALTH = 100
const SPEED_MULTIPLIER = 300
const ATTACK_KNOCKBACK = 5000
func _init() -> void:
super._init(INITIAL_HEALTH, SPEED_MULTIPLIER, ATTACK_DAMAGE)
func _ready():
animated_sprite.play("idle")
punch_hitbox.body_entered.connect(punch_connect)
punch_hitbox.visible = false
func _physics_process(delta):
if is_on_floor():
# allow the player to jump
if jumping:
jumping = false
if Input.is_action_just_pressed("jump"):
velocity.y = -JUMP_FORCE
jumping = true
animated_sprite.play("jump")
else:
# apply gravity
velocity.y += GRAVITY
if velocity.y > 1000:
velocity.y = 1000
# perform horizontal movement
var horizontal_direction = Input.get_axis("move_left", "move_right")
velocity.x = speed * horizontal_direction
move_and_slide()
# ensure the player faces the correct direction
if horizontal_direction > 0 && !facing_right:
animated_sprite.flip_h = false
punch_hitbox.rotate(PI)
elif horizontal_direction < 0 && facing_right:
animated_sprite.flip_h = true
punch_hitbox.rotate(PI)
if horizontal_direction != 0:
facing_right = horizontal_direction > 0
# figure out which animation should be played
# respecting the jump animation above all
if !jumping and !hurting and attack_timer.is_stopped():
if is_on_floor() && horizontal_direction != 0:
animated_sprite.play("walk")
else:
animated_sprite.play("idle")
super._physics_process(delta)
punch_hitbox.visible = true if !attack_timer.is_stopped() else false
func punch_connect(node: Node):
if node is Entity and node != self and !attack_timer.is_stopped():
node.health -= damage
node.take_knockback(ATTACK_KNOCKBACK)
if node.has_method("hurt_anim"):
node.call("hurt_anim")
func hurt_anim():
hurting = true
animated_sprite.play("hurt")
animated_sprite.animation_finished.connect(disable_hurt)
func disable_hurt():
hurting = false
animated_sprite.animation_finished.disconnect(disable_hurt)
func _process(delta: float) -> void:
if health <= 0:
is_dying = true
death_timer.start()
health = 99999
if is_dying:
animated_sprite.play("death")
punch_hitbox.visible = false
speed = 0
if death_timer.is_stopped():
queue_free()
if attack_timer.is_stopped() and Input.is_action_just_pressed("attack"):
attack_timer.start()
if is_on_floor():
animated_sprite.play("right" if right_punch else "left")
right_punch = !right_punch
else:
animated_sprite.play("slam")