extends Hero 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(bool) var debug := false 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_state := $AnimationStates # Variables for sound selection var _rng = RandomNumberGenerator.new() var is_playing_sound = false export(String, FILE, "*.tscn,*.scn") var title_scene = "" enum moveState{ MOVE, ROLL, HIT, IDLE } var movementState = moveState.MOVE var damage_per_second := 0.0 var heal_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 _ready(): grid = get_tree().current_scene.get_child(3) func _physics_process(delta): totaldamage+=(damage_per_second - heal_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() if debug == true: match movementState: moveState.MOVE: movement_move(delta) moveState.ROLL: movement_roll() moveState.HIT: movement_hit() $"Effects/HealEffect".emitting = heal_per_second > 0 elif movementState == moveState.ROLL: movement_roll() elif movementState == moveState.HIT: movement_hit() elif movementState == moveState.IDLE: movement_idle() else: movement_run(Vector2(0,0), delta) makeMove(delta) 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 set_animation_tree_vector(): animation_tree.set("parameters/idle/blend_position", rollvector) animation_tree.set("parameters/hit/blend_position", rollvector) animation_tree.set("parameters/roll/blend_position", rollvector) animation_tree.set("parameters/run/blend_position", rollvector) # API Interface for ai_hero func attac(direction, delta): direction = direction.normalized() rollvector = direction set_animation_tree_vector() movementState = moveState.HIT # API Interface for ai_hero func roll(direction, delta): direction = direction.normalized() rollvector = direction set_animation_tree_vector() movementState = moveState.ROLL # API Interface for ai_hero func run(direction, delta): direction = direction.normalized() rollvector = direction set_animation_tree_vector() movementState = moveState.MOVE velocity = velocity.move_toward(player_stats.speed * rollvector, ACCELERATION * delta) if direction == Vector2.ZERO: animation_state.travel("idle") else: animation_state.travel("run") 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.change_state("idle") velocity = Vector2.ZERO else: rollvector = input_vector set_animation_tree_vector() animation_state.change_state("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.change_state("attack") func hit_finished(): movementState = moveState.IDLE ExecutionState = AI_MOVE func movement_roll(): velocity = rollvector * ROLL_SPEED animation_state.change_state("roll") """ # Roll.gd func enter(): owner.animation_state.travel("roll") func update(): owner.velocity = rollvector * ROLL_SPEED """ ExecutionState = EXECUTING func roll_finished(): movementState = moveState.IDLE ExecutionState = AI_MOVE func _on_Hurtbox_area_entered(area): player_stats.health-=area.damage print("enter") if area.damage > 0: damage_per_second += area.damage else: heal_per_second += abs(area.damage) func _on_Hurtbox_area_exited(area): if area.damage > 0: damage_per_second -= area.damage else: heal_per_second -= abs(area.damage) func _on_Stats_no_health(): queue_free() get_tree().change_scene(title_scene) 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 func movement_run(direction, delta): run(direction, delta) func movement_idle(): movementState = moveState.IDLE velocity = Vector2.ZERO animation_state.travel("idle")