GrappleTest/Player/Ghosts/CharacterGhost.tscn

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2024-03-13 16:15:55 -05:00
[gd_scene load_steps=9 format=3 uid="uid://c4x2fbs6bvxpp"]
[ext_resource type="PackedScene" uid="uid://bl4g0ao3b8b6p" path="res://Player/BasicCharacter/sprite.tscn" id="2_mjdr3"]
[sub_resource type="GDScript" id="GDScript_nkjkv"]
script/source = "extends CharacterBody2D
const SPEED = 400.0
const ACCEL = 7.0
var direction = 0
var addedveloc = 0
const JUMP_VELOCITY = -450.0
const MAX_JUMPS = 2
var jumps = MAX_JUMPS
var wallKayote = 0
const FALL_SPEED = -JUMP_VELOCITY
var falling = false
var floorTime = 0
var gravity = ProjectSettings.get_setting(\"physics/2d/default_gravity\")
func isWallSliding():
return is_on_wall_only() and direction
func getGravMulti():
var axis = (gen.boolToNumb(ghostInputHeld(\"up\"), 1))
if velocity.y < 0:
return axis
return 1
func launch(veloc):
addedveloc = veloc
velocity.x = veloc
signal Jumped
func die():
position = Vector2.ZERO
velocity = Vector2.ZERO
var ghostFrame = 0
var startPos = Vector2.ZERO
@export var savedInputsPath : String
var savedInputsRef = load(savedInputsPath)
var savedInputs = []
func ghostInputJustPressed(action):
if action in savedInputs[ghostFrame] and not action in savedInputs[ghostFrame - 1]:
return true
return false
func ghostInputHeld(action):
if action in savedInputs[ghostFrame]:
return true
return false
func _ready():
startPos = global_position
var rc = load(savedInputsPath)
for x in rc:
var dict = {}
for y in x:
dict[y] = x[y]
savedInputs.append(dict)
@onready var trail = $\"Sprite/Trail\"
var ghosting = true
func _physics_process(delta):
if ghostFrame + 1 >= savedInputs.size():
ghostFrame = 0
global_position = startPos
trail.points = []
$Sprite.visible = false
ghosting = false
$SpawnParticles.emitting = true
await get_tree().create_timer(3).timeout
ghosting = true
$Sprite.visible = true
if ghosting:
if ghostFrame == 0:
$SpawnParticles.emitting = true
ghostFrame += 1
direction = 0
if ghostInputHeld(\"left\"):
direction -= 1
if ghostInputHeld(\"right\"):
direction += 1
wallKayote -= delta
if not is_on_floor():
if velocity.y < 2000:
velocity.y += gravity * delta / getGravMulti()
floorTime = 0
else:
floorTime += delta
jumps = MAX_JUMPS
falling = false
if isWallSliding():
wallKayote = 0.2
falling = false
if ghostInputJustPressed(\"respawn\") or position.y > 5000:
die()
if ghostInputJustPressed(\"jump\"):
if wallKayote > 0 and not is_on_floor():
wallKayote /= 2
if ghostInputHeld(\"down\"):
launch(get_wall_normal().x * SPEED * 2)
velocity.y = JUMP_VELOCITY / 1.8
else:
launch(get_wall_normal().x * SPEED * 1.5)
velocity.y = clamp(velocity.y + JUMP_VELOCITY, -INF, JUMP_VELOCITY)
elif jumps > 0:
Jumped.emit()
velocity.y = clamp(velocity.y + JUMP_VELOCITY, -INF, JUMP_VELOCITY)
jumps -= 1
falling = false
if ghostInputJustPressed(\"down\") and not falling and not isWallSliding():
falling = true
velocity.y = clamp(velocity.y + FALL_SPEED, FALL_SPEED, INF)
if isWallSliding():
var upDown = 0
if ghostInputHeld(\"up\"):
upDown -= 0.5
if ghostInputHeld(\"down\"):
upDown += 1
var holdMulti = (upDown * 2) + 1
velocity.y = lerpf(velocity.y, clamp(velocity.y, JUMP_VELOCITY, 100 * holdMulti), delta * 10)
var finalSpeed = clamp(abs(velocity.x), SPEED, INF)
if floorTime > 0.05:
finalSpeed = clamp(lerp(finalSpeed, SPEED, delta * 20), SPEED, INF)
velocity.x = lerp(velocity.x, direction * finalSpeed, delta * ACCEL)
if abs(velocity.x) < abs(addedveloc):
addedveloc = lerp(addedveloc, velocity.x, ACCEL * 2 * delta)
velocity.x += addedveloc * delta * 15
addedveloc = lerpf(addedveloc, 0, delta * 5)
move_and_slide()
func _process(delta):
if velocity.length() > 5:
trail.add_point(global_position)
elif trail.get_point_count() > 0:
trail.remove_point(0)
if trail.get_point_count() > 100:
trail.remove_point(0)
"
[sub_resource type="CircleShape2D" id="CircleShape2D_jbiem"]
radius = 8.0
[sub_resource type="Curve" id="Curve_hemgx"]
min_value = -2.0
max_value = 2.0
_data = [Vector2(0, 0.0219781), 0.0, 4.98626, 0, 0, Vector2(1, 0.989011), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_12hes"]
curve = SubResource("Curve_hemgx")
[sub_resource type="Curve" id="Curve_8o02i"]
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_ibtln"]
curve = SubResource("Curve_8o02i")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_6e1l2"]
particle_flag_align_y = true
particle_flag_disable_z = true
direction = Vector3(0, 0, 0)
spread = 180.0
initial_velocity_min = 150.0
initial_velocity_max = 150.0
orbit_velocity_min = -0.5
orbit_velocity_max = 0.5
orbit_velocity_curve = SubResource("CurveTexture_12hes")
gravity = Vector3(0, 0, 0)
damping_min = 50.0
damping_max = 50.0
scale_min = 3.0
scale_max = 3.0
scale_curve = SubResource("CurveTexture_ibtln")
[node name="Character" type="CharacterBody2D"]
collision_layer = 3
floor_stop_on_slope = false
floor_snap_length = 3.0
script = SubResource("GDScript_nkjkv")
[node name="BoxCollider" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_jbiem")
[node name="Sprite" parent="." instance=ExtResource("2_mjdr3")]
modulate = Color(0, 1, 1, 1)
[node name="SpawnParticles" type="GPUParticles2D" parent="."]
modulate = Color(0, 1, 1, 1)
emitting = false
amount = 20
process_material = SubResource("ParticleProcessMaterial_6e1l2")
lifetime = 2.0
one_shot = true
speed_scale = 1.5
explosiveness = 1.0
fixed_fps = 0
interpolate = false