73 lines
1.8 KiB
GDScript
73 lines
1.8 KiB
GDScript
extends CharacterBody2D
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@onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D
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@onready var ray_cast_right: RayCast2D = $RayCastRight
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@onready var ray_cast_left: RayCast2D = $RayCastLeft
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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var speed = 130.0
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var jump_velocity = -300.0
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var is_hurt: bool = false
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func _ready() -> void:
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add_to_group("player")
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func take_hit() -> void:
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set_physics_process(true)
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set_process(true)
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$CollisionShape2D.set_deferred("disabled", false)
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$Sounds/DeathSound.play()
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is_hurt = true
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animated_sprite_2d.play("damage")
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var fps = animated_sprite_2d.sprite_frames.get_animation_speed("damage")
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var frame_count = animated_sprite_2d.sprite_frames.get_frame_count("damage")
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await get_tree().create_timer(frame_count / fps).timeout
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is_hurt = false
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func die() -> void:
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animated_sprite_2d.play("death")
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animation_player.play("death")
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = jump_velocity
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animation_player.play("jump")
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elif Input.is_action_just_pressed("jump") and is_on_wall():
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if ray_cast_right.is_colliding():
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velocity.y = jump_velocity
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velocity.x = -300
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elif ray_cast_left.is_colliding():
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velocity.y = jump_velocity
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velocity.x = 300
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animation_player.play("jump")
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var direction := Input.get_axis("move_left", "move_right")
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if direction > 0:
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animated_sprite_2d.flip_h = false
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elif direction < 0:
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animated_sprite_2d.flip_h = true
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if not is_hurt:
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if is_on_floor():
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if direction == 0:
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animated_sprite_2d.play("idle")
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else:
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animated_sprite_2d.play("run")
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else:
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animated_sprite_2d.play("jump")
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if direction:
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velocity.x = direction * speed
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else:
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velocity.x = move_toward(velocity.x, 0, speed)
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move_and_slide()
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