Files
Princesse-Lactose-Godot/princesse.gd
Thomas Lavocat 17269c4256 jeu: le début de la collision!
Le jeu contient une princesse qui utilise la physique basique de Godot.
A remplacer ultérieurement car non réellement satisfaisant. Le but va
être de porter dans les prochaines contributions le code de microstudio.
2023-04-13 17:22:41 +02:00

77 lines
2.3 KiB
GDScript

extends CharacterBody2D
const WALK_SPEED = 200.0
const ACCELERATION_SPEED = WALK_SPEED * 6.0
const JUMP_VELOCITY = -400.0
## Maximum speed at which the player can fall.
const TERMINAL_VELOCITY = 400
## 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
func _physics_process(delta: float) -> void:
if is_on_floor():
_double_jump_charged = true
if Input.is_action_just_pressed("jump" + action_suffix):
try_jump()
elif Input.is_action_just_released("jump" + action_suffix) and velocity.y < 0.0:
# The player let go of jump early, reduce vertical momentum.
velocity.y *= 0.6
# Fall.
velocity.y = minf(TERMINAL_VELOCITY, velocity.y + gravity * delta)
var direction := Input.get_axis("move_left" + action_suffix, "move_right" + action_suffix) * WALK_SPEED
velocity.x = move_toward(velocity.x, direction, ACCELERATION_SPEED * delta)
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 absf(velocity.x) > 0.1:
animation_new = "walk"
else:
animation_new = "idle"
else:
if velocity.y > 0.0:
animation_new = "falling_straight"
else:
animation_new = "jumping"
return animation_new
func try_jump() -> void:
if is_on_floor():
pass
elif _double_jump_charged:
_double_jump_charged = false
velocity.x *= 2.5
else:
return
velocity.y = JUMP_VELOCITY