pandemonium_demo_projects/misc/2.5d/assets/player/player_sprite.gd

145 lines
3.8 KiB
GDScript

tool
extends Sprite
onready var _stand = preload("res://assets/player/textures/stand.png")
onready var _jump = preload("res://assets/player/textures/jump.png")
onready var _run = preload("res://assets/player/textures/run.png")
const FRAMERATE = 15
var _direction := 0
var _progress := 0.0
var _parent_node25d: Node25D
var _parent_math: PlayerMath25D
func _ready():
_parent_node25d = get_parent()
_parent_math = _parent_node25d.get_child(0)
func _process(delta):
if Engine.is_editor_hint():
return # Don't run this in the editor.
_sprite_basis()
var movement = _check_movement() # Always run to get direction, but don't always use return bool.
# Test-only move and collide, check if the player is on the ground.
var k = _parent_math.move_and_collide(Vector3.DOWN * 10 * delta, true, true, true)
if k != null:
if movement:
hframes = 6
texture = _run
if (Input.is_action_pressed("movement_modifier")):
delta /= 2
_progress = fmod((_progress + FRAMERATE * delta), 6)
frame = _direction * 6 + int(_progress)
else:
hframes = 1
texture = _stand
_progress = 0
frame = _direction
else:
hframes = 2
texture = _jump
_progress = 0
var jumping = 1 if _parent_math.vertical_speed < 0 else 0
frame = _direction * 2 + jumping
func set_view_mode(view_mode_index):
match view_mode_index:
0: # 45 Degrees
transform.x = Vector2(1, 0)
transform.y = Vector2(0, 0.75)
1: # Isometric
transform.x = Vector2(1, 0)
transform.y = Vector2(0, 1)
2: # Top Down
transform.x = Vector2(1, 0)
transform.y = Vector2(0, 0.5)
3: # Front Side
transform.x = Vector2(1, 0)
transform.y = Vector2(0, 1)
4: # Oblique Y
transform.x = Vector2(1, 0)
transform.y = Vector2(0.75, 0.75)
5: # Oblique Z
transform.x = Vector2(1, 0.25)
transform.y = Vector2(0, 1)
# Change the 2D basis of the sprite to try and make it "fit" multiple view modes.
func _sprite_basis():
if not Engine.editor_hint:
if Input.is_action_pressed("forty_five_mode"):
set_view_mode(0)
elif Input.is_action_pressed("isometric_mode"):
set_view_mode(1)
elif Input.is_action_pressed("top_down_mode"):
set_view_mode(2)
elif Input.is_action_pressed("front_side_mode"):
set_view_mode(3)
elif Input.is_action_pressed("oblique_y_mode"):
set_view_mode(4)
elif Input.is_action_pressed("oblique_z_mode"):
set_view_mode(5)
# This method returns a bool but if true it also outputs to the direction variable.
func _check_movement() -> bool:
# Gather player input and store movement to these int variables. Note: These indeed have to be integers.
var x := 0
var z := 0
if Input.is_action_pressed("move_right"):
x += 1
if Input.is_action_pressed("move_left"):
x -= 1
if Input.is_action_pressed("move_forward"):
z -= 1
if Input.is_action_pressed("move_back"):
z += 1
# Check for isometric controls and add more to movement accordingly.
# For efficiency, only check the X axis since this X axis value isn't used anywhere else.
if not _parent_math.isometric_controls and is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
if Input.is_action_pressed("move_right"):
z += 1
if Input.is_action_pressed("move_left"):
z -= 1
if Input.is_action_pressed("move_forward"):
x += 1
if Input.is_action_pressed("move_back"):
x -= 1
# Set the direction based on which inputs were pressed.
if x == 0:
if z == 0:
return false # No movement.
elif z > 0:
_direction = 0
else:
_direction = 4
elif x > 0:
if z == 0:
_direction = 2
flip_h = true
elif z > 0:
_direction = 1
flip_h = true
else:
_direction = 3
flip_h = true
else:
if z == 0:
_direction = 2
flip_h = false
elif z > 0:
_direction = 1
flip_h = false
else:
_direction = 3
flip_h = false
return true # There is movement.