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