347 lines
8.6 KiB
GDScript
347 lines
8.6 KiB
GDScript
extends CharacterBody2D
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const SPEED = 500.0
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const ACCEL = 7.0
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var direction = 0
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var addedveloc = 0
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var forcedVeloc = 0
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const JUMP_VELOCITY = -450.0
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const MAX_JUMPS = 1
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var jumps = MAX_JUMPS
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var wallKayote = 0
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const FALL_SPEED = -JUMP_VELOCITY
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var falling = false
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var floorTime = 0
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var kayote = 0
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var checkpointPos = Vector2.ZERO
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@export var ghostMode = false
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var ghostFrame = 0
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var startPos = Vector2.ZERO
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var can_move = true
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var camera : Camera2D
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@export var savedInputsPath : String
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@onready var sceneReload = load(get_tree().current_scene.scene_file_path)
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var savedInputs = []
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var wallPower = 0
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var squishers = -1
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func actionPressed(inp):
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if ghostMode:
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if inp in savedInputs[ghostFrame]:
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return true
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return false
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else:
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return Input.is_action_pressed(inp)
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func actionJustPressed(inp):
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if ghostMode:
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if inp in savedInputs[ghostFrame] and not inp in savedInputs[ghostFrame - 1]:
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return true
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return false
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else:
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return Input.is_action_just_pressed(inp)
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func getAxis(inp1, inp2):
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if ghostMode:
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var dir = 0
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if actionPressed("left"):
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dir -= 1
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if actionPressed("right"):
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dir += 1
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return clamp(dir, -1, 1)
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else:
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return Input.get_axis(inp1, inp2)
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func isWallSliding():
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for collisionNumb in get_slide_collision_count():
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var collision = get_slide_collision(collisionNumb)
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var object = collision.get_collider()
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if object is TileMap:
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var tileMap : TileMap = object
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var tilePos = tileMap.get_coords_for_body_rid(collision.get_collider_rid())
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var tileData = tileMap.get_cell_tile_data(0, tilePos)
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if tileData and not tileData.get_custom_data("Slidable") == true:
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return false
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return is_on_wall_only() and direction
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func getGravMulti():
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var axis = (gen.boolToNumb(actionPressed("up") or forceLowGrav, 1))
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if velocity.y < 0:
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return axis
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return 1
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func launch(veloc):
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addedveloc = veloc
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velocity.x = veloc
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func forceLaunch(veloc):
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forcedVeloc = veloc
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velocity.x = veloc
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signal Jumped
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signal Died
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var deathParticles = preload("res://Particles/Player/deathParticles.tscn")
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var doubleWallJumped = false
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var forceLowGrav = true
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var landed = false
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func die():
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Died.emit()
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var parti = deathParticles.instantiate()
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parti.modulate = $Sprite.self_modulate
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add_child(parti)
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can_move = false
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$Sprite.visible = false
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gen.savedPos = checkpointPos
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await Camera.deathAnim().finished
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get_tree().change_scene_to_packed(sceneReload)
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func _ready():
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RenderingServer.set_default_clear_color(Color8(0, 0, 0))
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if find_child("Camera"):
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camera = $Camera
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if ghostMode:
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startPos = global_position
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var rc = load(savedInputsPath)
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if rc:
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var inputKeyRaw = rc["actions"]
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var frameDataRaw = rc["data"]
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var inputKey = []
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var frameData = {}
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for action in inputKeyRaw:
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inputKey.append(action)
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for frame in frameDataRaw:
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frameData[frame] = {}
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for x in frameDataRaw[frame]:
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frameData[frame][x] = frameDataRaw[frame][x]
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var frameCount = gen.getRecordingFrameCount(frameData)
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var held = []
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for frame in range(frameCount):
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savedInputs.append([])
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if frameData.has(frame):
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for actID in frameData[frame]:
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var pressed = frameData[frame][actID]
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var inputName = inputKey[actID]
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if pressed == 1:
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held.append(inputName)
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elif inputName in held:
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held.remove_at(held.find(inputName))
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savedInputs[frame] += held
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else:
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Camera.player = self
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var parti = deathParticles.instantiate()
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parti.modulate = $Sprite.self_modulate
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add_child(parti)
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$Sprite.visible = true
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$"../Smoother".reset_node(self)
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#camera.position_smoothing_enabled = true
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if gen.savedPos != Vector2.ZERO:
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global_position = gen.savedPos
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gen.savedPos = Vector2.ZERO
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velocity = Vector2(0, 0)
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#camera.reset_smoothing()
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@onready var trail = $"Sprite/Trail"
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var ghosting = true
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var ghostParti = preload("res://Particles/Ghosts/spawnParticles.tscn")
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var lastFloor = null
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func spawnParti():
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var parti = ghostParti.instantiate()
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add_child(parti)
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parti.top_level = true
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parti.global_position = global_position
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func _physics_process(delta):
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if ghostFrame + 1 >= savedInputs.size() and ghostMode:
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ghostFrame = 0
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trail.points = []
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$Sprite.visible = false
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ghosting = false
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spawnParti()
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global_position = startPos
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velocity = Vector2.ZERO
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await get_tree().create_timer(3).timeout
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spawnParti()
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ghosting = true
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$Sprite.visible = true
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if (ghosting or !ghostMode) and can_move:
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var space_state = get_world_2d().direct_space_state
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if ghostFrame == 0:
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spawnParti()
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ghostFrame += 1
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direction = round(getAxis("left", "right"))
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wallKayote -= delta
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if is_on_floor() and !landed:
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velocity.y = 0
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if not is_on_floor():
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if velocity.y < 2000:
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velocity.y += gravity * delta / getGravMulti()
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floorTime = 0
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kayote -= delta
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if lastFloor:
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if "velocity" in lastFloor:
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velocity += lastFloor.velocity
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lastFloor = null
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else:
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#velocity.y = 0
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doubleWallJumped = false
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kayote = 0.3
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floorTime += delta
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jumps = MAX_JUMPS
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falling = false
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for collisionNumb in get_slide_collision_count():
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var collision = get_slide_collision(collisionNumb)
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var object = collision.get_collider()
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if abs(collision.get_angle()) <= floor_max_angle:
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lastFloor = object
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if velocity.y <= 0:
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forceLowGrav = false
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if isWallSliding():
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wallKayote = 0.3
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falling = false
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if actionJustPressed("respawn") or position.y > 5000:
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die()
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if actionJustPressed("jump"):
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if wallKayote > 0 and not is_on_floor():
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if doubleWallJumped:
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wallKayote = 0
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else:
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doubleWallJumped = true
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wallKayote += 0.1
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if actionPressed("down"):
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launch(get_wall_normal().x * SPEED * 1.75)
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velocity.y = clamp((velocity.y / 2) + JUMP_VELOCITY / 1.8, -INF, JUMP_VELOCITY / 1.8)
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else:
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launch(get_wall_normal().x * SPEED * 1.4)
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velocity.y = clamp(velocity.y + JUMP_VELOCITY, -INF, JUMP_VELOCITY)
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Jumped.emit()
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#if result and "velocity" in result.collider:
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#velocity.x += result.collider.velocity.x
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elif jumps > 0:
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velocity.y = clamp(velocity.y + JUMP_VELOCITY, -INF, JUMP_VELOCITY)
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doubleWallJumped = false
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if kayote < 0:
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jumps -= 1
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else:
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var query = PhysicsRayQueryParameters2D.create(global_position + (Vector2.UP * 32), global_position + (Vector2.DOWN * 64))
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query.exclude = [self]
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var result = space_state.intersect_ray(query)
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if result and "velocity" in result.collider:
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velocity += result.collider.velocity
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falling = false
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if actionPressed("down") and kayote > 0 and abs(velocity.x) < SPEED * 1.5:
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launch(direction * SPEED * 1.5)
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kayote = 0
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Jumped.emit()
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if actionJustPressed("down") and not falling and not isWallSliding():
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falling = true
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velocity.y = clamp(velocity.y + FALL_SPEED, FALL_SPEED, INF)
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if isWallSliding():
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var upDown = clamp(getAxis("up", "down"), -0.5, 1)
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var holdMulti = (upDown * 2) + 1
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var query = PhysicsRayQueryParameters2D.create(global_position + (get_wall_normal() * 32), global_position + (get_wall_normal() * -64))
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query.exclude = [self]
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var result = space_state.intersect_ray(query)
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if result and "velocity" in result.collider and abs(result.collider.velocity.x) > 50:
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velocity.y = lerpf(velocity.y, 0, delta * 30)
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else:
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velocity.y = lerpf(velocity.y, clamp(velocity.y, JUMP_VELOCITY, 100 * holdMulti), delta * 10)
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var finalSpeed = clamp(abs(velocity.x), SPEED, INF)
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if floorTime > 0.05:
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finalSpeed = clamp(lerp(finalSpeed, SPEED, delta * 20), SPEED, INF)
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velocity.x = lerp(velocity.x, direction * finalSpeed, delta * ACCEL)
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if abs(velocity.x) < abs(addedveloc):
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addedveloc = lerp(addedveloc, velocity.x, ACCEL * 2 * delta)
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velocity.x += addedveloc * delta * 15
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if abs(velocity.x) < abs(forcedVeloc):
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forcedVeloc = lerp(forcedVeloc, velocity.x, ACCEL * 2 * delta)
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velocity.x += forcedVeloc * delta * 35
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addedveloc = lerpf(addedveloc, 0, delta * 6)
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if not is_on_floor():
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forcedVeloc = lerpf(forcedVeloc, 0, delta)
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else:
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forcedVeloc = lerpf(forcedVeloc, 0, delta * 5)
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landed = is_on_floor()
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move_and_slide()
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func _process(_delta):
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if ghostMode:
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if velocity.length() > 5:
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trail.add_point(global_position)
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elif trail.get_point_count() > 0:
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trail.remove_point(0)
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if trail.get_point_count() > 100:
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trail.remove_point(0)
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func _on_squish_detection_body_shape_entered(_body_rid, _body, _body_shape_index, _local_shape_index):
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squishers += 1
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if squishers >= 2:
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die()
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func _on_squish_detection_body_shape_exited(_body_rid, _body, _body_shape_index, _local_shape_index):
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squishers -= 1
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