Files
2D_Game_test/Characters/test_player/test_player.gd
2023-02-05 22:38:50 -05:00

243 lines
7.0 KiB
GDScript

extends CharacterBody2D
@export var speed:int = 150
@export var max_speed:int = 350
@export var push_power:int = 50 + speed
@onready var health := max_health
@export var max_health := 3
@export var attack_speed := 2000
@export var throwback_strength := 2
@onready var player_sprite = $Sprite2D
@onready var player_cam = $player_cam
@onready var player := get_node(".")
#Animation
@onready var anim_tree = $AnimationTree
@onready var anim_mode = anim_tree.get("parameters/playback")
#Other
@export var value:int = 0
@onready var player_facing:String = "right"
@onready var next_attack_time := 0
@onready var is_attacking := false
@onready var equipped:Node2D
@onready var spawned_item:Node2D
@onready var invulnerability_timer:Timer = get_node("InvulnerableTimer")
@onready var player_disabled := false
@onready var player_in_inventory := false
@onready var is_searching := false
@onready var item_hovering := false
@onready var rng = RandomNumberGenerator.new()
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@onready var player_hit := {
"is_player_hit": false,
"hit_velocity": Vector2(0,0),
}
signal speed_changed
signal value_changed
signal health_changed
signal player_killed
func _enter_tree():
set_multiplayer_authority(str(name).to_int())
@rpc("any_peer")
func set_spawn_location(spawn_position: Vector2):
print("RPC position update! from PEER ID: ", player.name, spawn_position)
set_position(spawn_position)
func _ready():
if not is_multiplayer_authority(): return
print("Setting IDLE: ", get_position())
player_cam.make_current()
#player_cam.current = true # for mp to set the camera
#anim_mode.travel("idle")
func value_changed_func(amount: int) -> void:
value = value + amount
emit_signal("value_changed", value)
func set_disabled(is_disabled:bool):
player_disabled = is_disabled
if is_disabled:
anim_tree.set("parameters/DamageOneShot/request", 1)
#anim_tree.set(disabled_str, 1)
else:
pass
#anim_tree.set(disabled_str, 0)
func speed_changed_func(amount: int) -> void:
speed = speed + amount
if speed <= 0:
health_changed_func(-1)
speed = 100
elif speed > max_speed:
speed = max_speed
health_changed_func(1)
emit_signal("speed_changed", speed)
# reset our invulnerability animations
func _on_invulnerable_timer_timeout():
pass
#anim_tree.set(damage_str, 0)
func health_changed_func(amount: int):
print("Health DAMAGED!")
if amount < 0:
if invulnerability_timer.is_stopped():
invulnerability_timer.start()
health = health + amount
if health < 0:
print("kill!")
health = max_health
#TODO: Respawn char
else:
print("Setting health frame: ", health)
#anim_tree.set(damage_str, 1)
else:
health = health + amount
emit_signal("health_changed", health)
func set_animation_state():
if(velocity != Vector2.ZERO):
anim_tree.travel("walk")
else:
pass
#anim_tree.travel("idle")
func attack_finished():
#anim_tree.set(atk_str, 0)
is_attacking = false
func get_input():
if Input.is_action_just_pressed("reset_pos"):
print("REsetting player POS: ")
set_position(Vector2(-110, 561))
if Input.is_action_just_pressed("print_pos"):
print("PLAYER POSITION!: ", player.get_position())
if Input.is_action_just_pressed("show_inventory"):
pass
#show_inventory()
if player_disabled or player_in_inventory:
return
if Input.is_action_just_pressed("speed_up"):
speed_changed_func(10)
if Input.is_action_just_pressed("attack"):
if item_hovering:
spawned_item = null
return
var now = Time.get_ticks_msec()
if now >= next_attack_time:
is_attacking = true
if player_facing == "left":
player_sprite.flip_h = true
print("Attacking!")
#anim_tree.set("parameters/AttackOneShot/active", true)
anim_tree.set("parameters/AttackOneShot/request", 1)
#anim_tree.set(atk_str, 1)
else:
player_sprite.flip_h = false
anim_tree.set("parameters/AttackOneShot/request", 1)
#anim_tree.set(atk_str, 1)
#anim_mode.travel("attack")
next_attack_time = now + attack_speed
if equipped:
pass
#spawned_item = load(ItemDatabase.Castable_objects[equipped.item_name]).instantiate()
#var map = get_tree().current_scene
#map.add_child(spawned_item)
#inventory_ui.item_cooldown()
#if equipped.item_clip_size > 0:
# inventory_ui.set_ammo(-1)
#spawned_item.use_item(player, spawned_item, map)
#next_attack_time = now + attack_speed
velocity = Vector2()
var direction : String
if Input.is_action_pressed("right") and not is_attacking:
player_facing = "right"
player_sprite.flip_h = false
velocity.x += 1
if Input.is_action_pressed("left") and not is_attacking:
player_sprite.flip_h = true
player_facing = "left"
velocity.x -= 1
if Input.is_action_pressed("down") and not is_attacking:
direction = "down"
velocity.y += 1
if Input.is_action_pressed("up") and not is_attacking:
direction = "up"
velocity.y -= 1
velocity = velocity.normalized() * speed
if velocity == Vector2.ZERO:
anim_tree.set("parameters/walkIdleBlend/blend_amount", 1)
else:
anim_tree.set("parameters/walkIdleBlend/blend_amount", 0)
func _physics_process(delta):
if not is_multiplayer_authority(): return
# if not is_multiplayer_authority():
# get_input()
# move_and_slide()
# return
get_input()
move_and_slide()
for i in get_slide_collision_count():
var collision = get_slide_collision(i)
var collider = collision.get_collider()
if collider.is_in_group("moveable"):
var normal = collision.get_normal()
collider.apply_central_force(-collision.get_normal() * push_power)
#collider.applied_force = -collision.get_normal() * push_power
#collider.move_object.rpc()
#collider.apply_central_impulse()
# push back the player when player pushed
#player_hit.is_player_hit = true
#player_hit.hit_velocity = push_power * .1
if player_hit.is_player_hit: # moves player over time
velocity = Vector2.ZERO
set_disabled(true)
player_hit.is_player_hit = false
var tween = get_tree().create_tween()
var new_location = (player_hit.hit_velocity * throwback_strength) * delta
tween.tween_method(move_player, Vector2(0,0) * delta, new_location, 1)
await get_tree().create_timer(0.5).timeout
set_disabled(false)
# Update sync variables, which will be replicated to everyone else
#rpc(&'update_movement', velocity)
# $Networking.sync_position = position
# $Networking.sync_velocity = velocity
# $Networking.flipped_v = player_sprite.flip_v
# $Networking.flipped_h = player_sprite.flip_h
# $Networking.sync_frame_coords = player_sprite.get_frame_coords()
func move_player(c_velocity: Vector2):
# rpc(&'update_movement', velocity)
var collided = move_and_collide(c_velocity)
# if collided:
# print("Collided again?", collided)
# var collider = collision.get_collider()
# if collider.is_in_group("moveable"):
# var normal = collision.get_normal()
# collider.apply_central_impulse(-collision.get_normal() * push_power)
player_hit.is_player_hit = false
func set_context_label(text: String):
$CanvasLayer/ContextLabel.set_text(text)