extends KinematicBody2D 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 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 player_stats := $Stats onready var debug_label := $DebugLabel 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 var damage_per_second := 0.0 var totaldamage := 0.0 var currency := 0 var experience := 0.0 func _debug_update(): debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n" + str(currency) + " €" func _physics_process(delta): totaldamage+=damage_per_second*delta player_stats.speed+=10*delta while(totaldamage>1): totaldamage-=1 player_stats.health-=1 while(totaldamage<-1): totaldamage+=1 player_stats.health+=1 _debug_update() 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 # For keyboards it always returns 1 if pressed and 0 if not # The actions are custom and defined in the project settings input_vector.x = Input.get_action_strength("right") - Input.get_action_strength("left") input_vector.y = Input.get_action_strength("down") - Input.get_action_strength("up") input_vector = input_vector.normalized() if input_vector == Vector2.ZERO: 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(player_stats.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 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): player_stats.health-=area.damage damage_per_second = damage_per_second + area.damage func _on_Hurtbox_area_exited(area): damage_per_second = damage_per_second - area.damage func _on_Stats_no_health(): queue_free() get_tree().change_scene("res://Menus/TitleScreen/TitleScreen.tscn") func _on_Hitbox_area_entered(area): currency += area.currency_value player_stats.health = player_stats.health+area.health_value player_stats.speed -= area.slowdown_value