extends RigidBody2D # Character Demo, written by Juan Linietsky. # # Implementation of a 2D Character controller. # This implementation uses the physics engine for # controlling a character, in a very similar way # than a 3D character controller would be implemented. # # Using the physics engine for this has the main # advantages: # -Easy to write. # -Interaction with other physics-based objects is free # -Only have to deal with the object linear velocity, not position # -All collision/area framework available # # But also has the following disadvantages: # # -Objects may bounce a little bit sometimes # -Going up ramps sends the chracter flying up, small hack is needed. # -A ray collider is needed to avoid sliding down on ramps and # undesiderd bumps, small steps and rare numerical precision errors. # (another alternative may be to turn on friction when the character is not moving). # -Friction cant be used, so floor velocity must be considered # for moving platforms. # Member variables var anim = "" var siding_left = false var jumping = false var stopping_jump = false var shooting = false var WALK_ACCEL = 800.0 var WALK_DEACCEL = 800.0 var WALK_MAX_VELOCITY = 200.0 var AIR_ACCEL = 200.0 var AIR_DEACCEL = 200.0 var JUMP_VELOCITY = 460 var STOP_JUMP_FORCE = 900.0 var MAX_FLOOR_AIRBORNE_TIME = 0.15 var airborne_time = 1e20 var shoot_time = 1e20 var MAX_SHOOT_POSE_TIME = 0.3 var bullet = preload("res://bullet.tscn") var floor_h_velocity = 0.0 var enemy func _integrate_forces(s): var lv = s.get_linear_velocity() var step = s.get_step() var new_anim = anim var new_siding_left = siding_left # Get the controls var move_left = Input.is_action_pressed("move_left") var move_right = Input.is_action_pressed("move_right") var jump = Input.is_action_pressed("jump") var shoot = Input.is_action_pressed("shoot") var spawn = Input.is_action_pressed("spawn") if spawn: var e = enemy.instance() var p = get_pos() p.y = p.y - 100 e.set_pos(p) get_parent().add_child(e) # Deapply prev floor velocity lv.x -= floor_h_velocity floor_h_velocity = 0.0 # Find the floor (a contact with upwards facing collision normal) var found_floor = false var floor_index = -1 for x in range(s.get_contact_count()): var ci = s.get_contact_local_normal(x) if (ci.dot(Vector2(0, -1)) > 0.6): found_floor = true floor_index = x # A good idea when impementing characters of all kinds, # compensates for physics imprecission, as well as human reaction delay. if (shoot and not shooting): shoot_time = 0 var bi = bullet.instance() var ss if (siding_left): ss = -1.0 else: ss = 1.0 var pos = get_pos() + get_node("bullet_shoot").get_pos()*Vector2(ss, 1.0) bi.set_pos(pos) get_parent().add_child(bi) bi.set_linear_velocity(Vector2(800.0*ss, -80)) get_node("sprite/smoke").set_emitting(true) get_node("sound").play("shoot") PS2D.body_add_collision_exception(bi.get_rid(), get_rid()) # Make bullet and this not collide else: shoot_time += step if (found_floor): airborne_time = 0.0 else: airborne_time += step # Time it spent in the air var on_floor = airborne_time < MAX_FLOOR_AIRBORNE_TIME # Process jump if (jumping): if (lv.y > 0): # Set off the jumping flag if going down jumping = false elif (not jump): stopping_jump = true if (stopping_jump): lv.y += STOP_JUMP_FORCE*step if (on_floor): # Process logic when character is on floor if (move_left and not move_right): if (lv.x > -WALK_MAX_VELOCITY): lv.x -= WALK_ACCEL*step elif (move_right and not move_left): if (lv.x < WALK_MAX_VELOCITY): lv.x += WALK_ACCEL*step else: var xv = abs(lv.x) xv -= WALK_DEACCEL*step if (xv < 0): xv = 0 lv.x = sign(lv.x)*xv # Check jump if (not jumping and jump): lv.y = -JUMP_VELOCITY jumping = true stopping_jump = false get_node("sound").play("jump") # Check siding if (lv.x < 0 and move_left): new_siding_left = true elif (lv.x > 0 and move_right): new_siding_left = false if (jumping): new_anim = "jumping" elif (abs(lv.x) < 0.1): if (shoot_time < MAX_SHOOT_POSE_TIME): new_anim = "idle_weapon" else: new_anim = "idle" else: if (shoot_time < MAX_SHOOT_POSE_TIME): new_anim = "run_weapon" else: new_anim = "run" else: # Process logic when the character is in the air if (move_left and not move_right): if (lv.x > -WALK_MAX_VELOCITY): lv.x -= AIR_ACCEL*step elif (move_right and not move_left): if (lv.x < WALK_MAX_VELOCITY): lv.x += AIR_ACCEL*step else: var xv = abs(lv.x) xv -= AIR_DEACCEL*step if (xv < 0): xv = 0 lv.x = sign(lv.x)*xv if (lv.y < 0): if (shoot_time < MAX_SHOOT_POSE_TIME): new_anim = "jumping_weapon" else: new_anim = "jumping" else: if (shoot_time < MAX_SHOOT_POSE_TIME): new_anim = "falling_weapon" else: new_anim = "falling" # Update siding if (new_siding_left != siding_left): if (new_siding_left): get_node("sprite").set_scale(Vector2(-1, 1)) else: get_node("sprite").set_scale(Vector2(1, 1)) siding_left = new_siding_left # Change animation if (new_anim != anim): anim = new_anim get_node("anim").play(anim) shooting = shoot # Apply floor velocity if (found_floor): floor_h_velocity = s.get_contact_collider_velocity_at_pos(floor_index).x lv.x += floor_h_velocity # Finally, apply gravity and set back the linear velocity lv += s.get_total_gravity()*step s.set_linear_velocity(lv) func _ready(): enemy = ResourceLoader.load("res://enemy.tscn") # if !Globals.has_singleton("Facebook"): # return # var Facebook = Globals.get_singleton("Facebook") # var link = Globals.get("facebook/link") # var icon = Globals.get("facebook/icon") # var msg = "I just sneezed on your wall! Beat my score and Stop the Running nose!" # var title = "I just sneezed on your wall!" # Facebook.post("feed", msg, title, link, icon)