Files
Princesse-Lactose-Godot/princesse.gd
Thomas Lavocat 12b3414abb gravité: appliquée de la même manière que la marche
Nombre fixe de frames pour l'accélération. Il reste à appliquer le saut
et on à la base.
2023-04-23 07:25:29 +02:00

118 lines
3.7 KiB
GDScript

extends CharacterBody2D
## The player listens for input actions appended with this suffix.[br]
## Used to separate controls for multiple players in splitscreen.
@export var action_suffix := ""
var gravity: int = ProjectSettings.get("physics/2d/default_gravity")
@onready var platform_detector := $PlatformDetector as RayCast2D
@onready var animation := $AnimatedSprite2D as AnimatedSprite2D
@onready var animation_player := $AnimationPlayer as AnimationPlayer
@onready var camera := $Camera2D as Camera2D
var _double_jump_charged := false
@export var WALKING_SPEED = 400
@export var FALLING_SPEED = 400
@export var X_SPEED_TABLE = [0, 0.1, 0.15, 0.2, 0.3, 0.6, 0.9, 1]
@export var X_SPEED_DECEL = [0, 0.1, 0.6, 1]
@export var X_SPEED_AIR_DECEL =[0, 0.1, 0.6, 1]
@export var FALL_SPEED_TABLE = [0, 0.1, 0.15, 0.2, 0.3, 0.6, 0.9, 1]
@export var JUMP_SPEED_TABLE = [0, 0.4, 0.8, 1.2, 1.6, 2, 2.4, 2.8, 3, 3, 4, 5]
@export var KICK_SPEED_TABLE = [0, 0.2, 0.4, 0.6, 1, 1.6, 2.4, 3]
# Nombre d'inréments composant un saut
@export var JUMPING_COUNTER = 20
# Nombre d'incrément à rajouter lorsque la touche de saut est maintenue
@export var JUMPING_COUNTER_REFILL = 2
# Tous les combien d'incréments rajouter un refill sur le compteur
@export var JUMPING_KEY_COUNTER_THRESHOLD = 3
# Nombre de frames coyote durant lesquelle le joueur peut encore sauter
# sans encore être au sol
@export var COYOTE_LENGTH := 20
var walking : bool = false
var walking_step: int = -1
var init_decel: bool = true
var jumping : bool = false
var falling_step : int = -1
func walk(direction:int) -> int:
var table = X_SPEED_TABLE
if walking:
walking_step = min(walking_step+1, table.size() -1)
init_decel = true
else:
table = X_SPEED_DECEL
if init_decel:
walking_step = min(walking_step, table.size() - 1)
init_decel = false
if walking_step > 0:
var speed = table[walking_step] * WALKING_SPEED
if not walking:
walking_step-=1
return speed * direction
return 0
func fall() -> int:
if jumping or is_on_floor():
falling_step = -1
return velocity.y
else:
falling_step = min(falling_step+1, FALL_SPEED_TABLE.size()-1)
return FALL_SPEED_TABLE[falling_step] * FALLING_SPEED
func _physics_process(delta: float) -> void:
if Input.is_action_just_pressed("jump" + action_suffix):
pass
elif Input.is_action_just_released("jump" + action_suffix) and velocity.y < 0.0:
# The player let go of jump early, reduce vertical momentum.
pass
velocity.y = fall()
walking = Input.is_action_pressed("move_left" + action_suffix) or Input.is_action_pressed("move_right" + action_suffix)
velocity.x = walk(
Input.get_axis(
"move_left" + action_suffix,
"move_right" + action_suffix
)
)
if not is_zero_approx(velocity.x):
if velocity.x > 0.0:
animation.scale.x = 1.0
else:
animation.scale.x = -1.0
floor_stop_on_slope = not platform_detector.is_colliding()
move_and_slide() # Character is colliding
var anim := get_new_animation(false)
if anim != animation.animation:
animation.animation = anim
animation.play()
func get_new_animation(is_shooting := false) -> String:
var animation_new: String
if is_on_floor():
if walking_step > 0:
animation_new = "walk"
else:
animation_new = "idle"
else:
if velocity.y > 0.0:
if walking_step > 0:
animation_new = "falling_diagonals"
else:
animation_new = "falling_straight"
else:
animation_new = "jumping"
return animation_new