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gmtk-2024/scripts/player.gd

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extends Entity
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@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
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var jumping = false
var facing_right = true
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)
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func _ready():
animated_sprite.play("idle")
punch_hitbox.body_entered.connect(punch_connect)
punch_hitbox.visible = false
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func _physics_process(delta):
super._physics_process(delta)
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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
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move_and_slide()
# ensure the player faces the correct direction
if horizontal_direction > 0 && !facing_right:
animated_sprite.flip_h = false
elif horizontal_direction < 0 && facing_right:
animated_sprite.flip_h = true
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 attack_timer.is_stopped():
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if is_on_floor() && horizontal_direction != 0:
animated_sprite.play("walk")
else:
animated_sprite.play("idle")
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)
func _process(delta: float) -> void:
if attack_timer.is_stopped() and Input.is_action_just_pressed("attack"):
attack_timer.start()
animated_sprite.play(" punch") # TODO: Implement hitbox/endlag