Merge branch 'devMechanics' into devPlayerStats

This commit is contained in:
Jan Schuffenhauer
2020-04-18 16:29:11 +02:00
parent 40ea76cc7c
commit dd870a1aa9
44 changed files with 1963 additions and 40 deletions

View File

@@ -4,18 +4,44 @@ class_name Player
This is an example player controller script created by Paul
"""
var velocity := Vector2.ZERO
var rollvector := Vector2.ZERO
# This is how you export variables with ranges to the editor window
export(int, 0, 500) var MAX_SPEED := 125
export(int, 0, 500) var ROLL_SPEED := 150
export(int, 0, 500) var FRICTION := 200 # Speed at which the player deaccelarates
export(int, 0, 500) var ACCELERATION := 450
# Reference for the current player
onready var animation_player := $AnimationPlayer
onready var animation_tree := $AnimationTree
onready var animation_state = animation_tree.get("parameters/playback")
enum moveState{
MOVE,
ROLL,
HIT
}
var movementState = moveState.MOVE
func _physics_process(delta):
"""
Run approximately every 1/60th of a second by default.
@param delta, so the time since lastt frame, should be pretty constant at 1/60 by default.
"""
# If a constant is applicable, use it instead of creating the object yourself
var input_vector := Vector2.ZERO
match movementState:
moveState.MOVE:
movement_move(delta)
moveState.ROLL:
movement_roll()
moveState.HIT:
movement_hit()
move()
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
func move():
move_and_slide(velocity)
func movement_move(delta):
var input_vector = Vector2.ZERO
# This is a clever way to handle directional input
# Input.get_action_strength(...) returns a value between 0 and 1 depending
# on how strong the controller direction is pressed
@@ -26,11 +52,35 @@ func _physics_process(delta):
input_vector = input_vector.normalized()
if input_vector == Vector2.ZERO:
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
animation_state.travel("idle")
velocity = Vector2.ZERO
else:
rollvector = input_vector
animation_tree.set("parameters/idle/blend_position", input_vector)
animation_tree.set("parameters/hit/blend_position", input_vector)
animation_tree.set("parameters/roll/blend_position", input_vector)
animation_tree.set("parameters/run/blend_position", input_vector)
animation_state.travel("run")
velocity = velocity.move_toward(MAX_SPEED * input_vector, ACCELERATION * delta)
if Input.is_action_just_pressed("roll"):
movementState = moveState.ROLL
elif Input.is_action_just_pressed("attack"):
movementState = moveState.HIT
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
move_and_slide(velocity)
func movement_hit():
velocity = Vector2.ZERO
animation_state.travel("hit")
func hit_finished():
movementState = moveState.MOVE
func movement_roll():
velocity = rollvector * ROLL_SPEED
animation_state.travel("roll")
func roll_finished():
movementState = moveState.MOVE
func _on_Hurtbox_area_entered(area):
queue_free()