Files
ludum_dare_46/src/Player/Player.gd
2020-04-19 18:23:50 +02:00

190 lines
5.0 KiB
GDScript

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_player := $AnimationPlayer
onready var animation_tree := $AnimationTree
onready var animation_state = animation_tree.get("parameters/playback")
enum moveState{
MOVE,
ROLL,
HIT,
IDLE
}
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 _ready():
grid = get_tree().current_scene.get_child(3)
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
adjustPrio(player_stats.health, player_stats.max_health)
_debug_update()
if debug == true:
match movementState:
moveState.MOVE:
movement_move(delta)
moveState.ROLL:
movement_roll()
moveState.HIT:
movement_hit()
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.travel("idle")
velocity = Vector2.ZERO
else:
rollvector = input_vector
set_animation_tree_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.IDLE
ExecutionState = AI_MOVE
func movement_roll():
velocity = rollvector * ROLL_SPEED
animation_state.travel("roll")
ExecutionState = EXECUTING
func roll_finished():
movementState = moveState.IDLE
ExecutionState = AI_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
func movement_run(direction, delta):
run(direction, delta)
func movement_idle():
movementState = moveState.IDLE
velocity = Vector2.ZERO
animation_state.travel("idle")