Salto a 310

This commit is contained in:
Julian 2024-11-12 19:59:00 +01:00
parent 4728fa138b
commit 2f57e4ca3f

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@ -2,21 +2,21 @@ extends CharacterBody2D
const SPEED = 110.0
const JUMP_VELOCITY = -300.0
const JUMP_VELOCITY = -310.0
enum player_states {idle, run, jump, crouch, aimUp, water, dead}
var current_state = player_states.idle
var canShot = true
var normalBullet = preload("res://scenes/bullet_normal.tscn")
var bulletP1 = preload("res://scenes/bullet_p1.tscn")
var bulletP2 = preload("res://scenes/bullet_p2.tscn")
var normalBullet = preload(res://scenes/bullet_normal.tscn)
var bulletP1 = preload(res://scenes/bullet_p1.tscn)
var bulletP2 = preload(res://scenes/bullet_p2.tscn)
var currentBullet = normalBullet
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var gravity = ProjectSettings.get_setting(physics/2d/default_gravity)
var direction
var vDirection
@ -25,45 +25,45 @@ var minCamera
var maxCamera
func _ready():
var allPlayers = get_tree().get_nodes_in_group("player")
var allPlayers = get_tree().get_nodes_in_group(player)
for p in allPlayers:
add_collision_exception_with(p)
var cam = get_tree().get_nodes_in_group("camera")
minCamera = cam[0].get_node("min")
maxCamera = cam[0].get_node("max")
var cam = get_tree().get_nodes_in_group(camera)
minCamera = cam[0].get_node(min)
maxCamera = cam[0].get_node(max)
func _physics_process(delta):
# Add the gravity.
if not is_on_floor() && current_state != player_states.water:
velocity.y += gravity * delta
if(current_state != player_states.dead):
$AnimationPlayer.play("jump")
$AnimationPlayer.play(jump)
current_state = player_states.jump
else:
get_tree().get_nodes_in_group("spawnPoint")[0].global_position.x = global_position.x
get_tree().get_nodes_in_group(spawnPoint)[0].global_position.x = global_position.x
# Handle Jump.
if(current_state != player_states.dead):
if Input.is_action_just_pressed("H") and (is_on_floor() || current_state == player_states.water):
if Input.is_action_just_pressed(H) and (is_on_floor() || current_state == player_states.water):
velocity.y = JUMP_VELOCITY
current_state = player_states.jump
direction = Input.get_axis("A", "D")
vDirection = Input.get_axis("W", "S")
direction = Input.get_axis(A, D)
vDirection = Input.get_axis(W, S)
if(vDirection):
if is_on_floor():
if vDirection > 0:
if(current_state == player_states.idle):
$AnimationPlayer.play("crouch")
$AnimationPlayer.play(crouch)
current_state = player_states.crouch
else:
if(current_state == player_states.idle):
$AnimationPlayer.play("aim_up")
$AnimationPlayer.play(aim_up)
current_state = player_states.aimUp
elif current_state == player_states.water:
if(vDirection > 0):
$AnimationPlayer.play("swim_hide")
$AnimationPlayer.play(swim_hide)
else:
if current_state == player_states.crouch || current_state == player_states.aimUp:
current_state = player_states.idle
@ -74,32 +74,32 @@ func _physics_process(delta):
if is_on_floor():
if(!vDirection):
if(current_state != player_states.water):
$AnimationPlayer.play("run")
$AnimationPlayer.play(run)
current_state = player_states.run
else:
$AnimationPlayer.play("swim")
$AnimationPlayer.play(swim)
elif(current_state == player_states.water):
$AnimationPlayer.play("swim")
$AnimationPlayer.play(swim)
elif(vDirection > 0):
$AnimationPlayer.play("down_right")
$AnimationPlayer.play(down_right)
current_state = player_states.run
elif(vDirection < 0):
$AnimationPlayer.play("up_right")
$AnimationPlayer.play(up_right)
current_state = player_states.run
elif (current_state == player_states.water):
if(!vDirection):
$AnimationPlayer.play("swim")
$AnimationPlayer.play(swim)
$spr.flip_h = (direction > 0)
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor() && current_state != player_states.aimUp:
if(current_state != player_states.water):
$AnimationPlayer.play("idle")
$AnimationPlayer.play(idle)
current_state = player_states.idle
else:
$AnimationPlayer.play("swim_idle")
$AnimationPlayer.play(swim_idle)
elif(current_state == player_states.water && !vDirection):
$AnimationPlayer.play("swim_idle")
$AnimationPlayer.play(swim_idle)
if(global_position.x < minCamera.global_position.x && velocity.x < 0):
velocity.x = 0
@ -111,51 +111,51 @@ func _physics_process(delta):
if(collision):
for i in get_slide_collision_count():
var collidedObj = get_slide_collision(i)
if(collidedObj.get_collider().is_in_group("water")):
if(collidedObj.get_collider().is_in_group(water)):
current_state = player_states.water
elif(collidedObj.get_collider().is_in_group("powerup")):
currentBullet = get("bulletP" + str(collidedObj.get_collider().powerType))
elif(collidedObj.get_collider().is_in_group(powerup)):
currentBullet = get(bulletP + str(collidedObj.get_collider().powerType))
collidedObj.get_collider().queue_free()
elif(collidedObj.get_collider().is_in_group("enemy") || collidedObj.get_collider().is_in_group("enemy_bullet")):
elif(collidedObj.get_collider().is_in_group(enemy) || collidedObj.get_collider().is_in_group(enemy_bullet)):
death()
if(Input.is_action_just_pressed("G") && canShot):
if(Input.is_action_just_pressed(G) && canShot):
var newBullet = currentBullet.instantiate()
var lvl = get_tree().get_first_node_in_group("level")
var lvl = get_tree().get_first_node_in_group(level)
lvl.add_child(newBullet)
var faceDirection = getFacingDirection()
for c in newBullet.get_child_count():
newBullet.get_child(c).setVelocity(faceDirection)
newBullet.get_child(c).add_to_group("id_p2")
newBullet.global_position = get_node("SpawnPositions/Aim_" + faceDirection).global_position
newBullet.get_child(c).add_to_group(id_p2)
newBullet.global_position = get_node(SpawnPositions/Aim_ + faceDirection).global_position
canShot = false
$Timer.start()
func getFacingDirection():
var fDirection = ""
var fDirection =
if(!vDirection && !direction):
if($spr.flip_h):
fDirection = "Right"
fDirection = Right
else:
fDirection = "Left"
fDirection = Left
elif(direction):
if(direction > 0):
fDirection = "Right"
fDirection = Right
else:
fDirection = "Left"
fDirection = Left
if(vDirection):
if(vDirection < 0):
fDirection += "Up"
fDirection += Up
else:
fDirection += "Down"
fDirection += Down
elif(vDirection):
if(vDirection < 0):
fDirection += "Up"
fDirection += Up
else:
fDirection += "Down"
fDirection += Down
return fDirection
@ -163,7 +163,7 @@ func _on_timer_timeout():
canShot = true
func death():
$AnimationPlayer.play("death")
$AnimationPlayer.play(death)
current_state = player_states.dead
velocity.x = 0
set_collision_layer_value(1, false)
@ -172,7 +172,7 @@ func death():
func _on_respawn_timeout():
var main = get_tree().get_nodes_in_group("main")[0]
var main = get_tree().get_nodes_in_group(main)[0]
main.lives_p2 -= 1
main.respawnP2()
queue_free()