diff --git a/Scripts/player2.gd b/Scripts/player2.gd index 7107344..6bb92c4 100644 --- a/Scripts/player2.gd +++ b/Scripts/player2.gd @@ -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()