godot-demo-projects/2d/platformer/player.gd

112 lines
2.8 KiB
GDScript

extends KinematicBody2D
const GRAVITY_VEC = Vector2(0,900)
const FLOOR_NORMAL = Vector2(0,-1)
const SLOPE_SLIDE_STOP = 25.0
const MIN_ONAIR_TIME = 0.1
const WALK_SPEED = 250 # pixels/sec
const JUMP_SPEED = 480
const SIDING_CHANGE_SPEED = 10
const BULLET_VELOCITY = 1000
const SHOOT_TIME_SHOW_WEAPON = 0.2
var linear_vel = Vector2()
var onair_time = 0 #
var on_floor = false
var shoot_time=99999 #time since last shot
var anim=""
#cache the sprite here for fast access (we will set scale to flip it often)
onready var sprite = get_node("sprite")
func _fixed_process(delta):
#increment counters
onair_time+=delta
shoot_time+=delta
### MOVEMENT ###
# Apply Gravity
linear_vel += delta * GRAVITY_VEC
# Move and Slide
linear_vel = move_and_slide( linear_vel, FLOOR_NORMAL, SLOPE_SLIDE_STOP )
# Detect Floor
if (is_move_and_slide_on_floor()):
onair_time=0
on_floor = onair_time < MIN_ONAIR_TIME
### CONTROL ###
# Horizontal Movement
var target_speed = 0
if (Input.is_action_pressed("move_left")):
target_speed += -1
if (Input.is_action_pressed("move_right")):
target_speed += 1
target_speed *= WALK_SPEED
linear_vel.x = lerp( linear_vel.x, target_speed, 0.1 )
# Jumping
if (on_floor and Input.is_action_just_pressed("jump")):
linear_vel.y=-JUMP_SPEED
get_node("sound").play("jump")
# Shooting
if (Input.is_action_just_pressed("shoot")):
var bullet = preload("res://bullet.tscn").instance()
bullet.set_pos( get_node("sprite/bullet_shoot").get_global_pos() ) #use node for shoot position
bullet.set_linear_velocity( Vector2( sprite.get_scale().x * BULLET_VELOCITY,0 ) )
bullet.add_collision_exception_with(self) # don't want player to collide with bullet
get_parent().add_child( bullet ) #don't want bullet to move with me, so add it as child of parent
get_node("sound").play("shoot")
shoot_time=0
### ANIMATION ###
var new_anim="idle"
if (on_floor):
if (linear_vel.x < -SIDING_CHANGE_SPEED):
sprite.set_scale( Vector2( -1, 1 ) )
new_anim="run"
if (linear_vel.x > SIDING_CHANGE_SPEED):
sprite.set_scale( Vector2( 1, 1 ) )
new_anim="run"
else:
# We want the character to immediately change facing side when the player
# tries to change direction, during air control.
# This allows for example the player to shoot quickly left then right.
if (Input.is_action_pressed("move_left") and not Input.is_action_pressed("move_right")):
sprite.set_scale( Vector2( -1, 1 ) )
if (Input.is_action_pressed("move_right") and not Input.is_action_pressed("move_left")):
sprite.set_scale( Vector2( 1, 1 ) )
if (linear_vel.y < 0 ):
new_anim="jumping"
else:
new_anim="falling"
if (shoot_time < SHOOT_TIME_SHOW_WEAPON):
new_anim+="_weapon"
if (new_anim!=anim):
anim=new_anim
get_node("anim").play(anim)
func _ready():
set_fixed_process(true)