Commit of existing data.

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2025-06-22 23:22:32 -06:00
commit 1bbd8c812f
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class_name Player
extends CharacterBody2D
@onready var sprite := $Sprite as AnimatedSprite2D
@onready var audio_player := $AudioPlayer as AudioStreamPlayer
signal state_change(old: States, new: States)
enum States {IDLE, RUN_START, RUN, ROLL, JUMP_START, JUMP, FALL, LAND, DAMAGE, RAGDOLL, BOUNCE, LAY, SHOOT, JAB, STRAIGHT, KICK, POUND}
const STATES_IMMOBILE = [States.ROLL, States.DAMAGE, States.RAGDOLL, States.BOUNCE, States.LAY, States.SHOOT, States.JAB, States.STRAIGHT, States.KICK, States.POUND]
const STATES_AIRBORNE = [States.JUMP_START, States.JUMP, States.FALL]
const ROLL_DUST = preload("uid://botc600n5fcgt")
const JUMP_DUST = preload("uid://c4h1cj75b5sry")
const JUMP_SOUND = preload("uid://d1hwunwdel6sy")
const HIT_GROUND = preload("uid://ciglwfq0vua8i")
const SPEED = 90.0
const ACCEL = 450
const JUMP_VELOCITY = -312.0
const ROLL_VELOCITY = 150.0
const ROLL_DECEL = 1080
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var state: States = States.IDLE: set = _set_state
var direction: float
var grounded: bool
var running: bool
var rolling: bool
var ragdoll: bool
var bounce: bool
var lay: bool
var shooting: bool
var melee: bool
func _set_state(s: States):
state_change.emit(state, s)
state = s
func _process(_delta: float) -> void:
$State.text = States.keys()[state]
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
# Jumping
if state not in STATES_IMMOBILE and state not in STATES_AIRBORNE and Input.is_action_just_pressed("jump") and is_on_floor():
state = States.JUMP_START
audio_player.stream = JUMP_SOUND
audio_player.play()
var jump_dust = JUMP_DUST.instantiate()
jump_dust.position = position
add_sibling(jump_dust)
velocity.y = JUMP_VELOCITY
# Short hops
if Input.is_action_just_released("jump") && !is_on_floor():
velocity.y = velocity.y / 2
# Falling
if state not in [States.ROLL, States.RAGDOLL, States.BOUNCE] and velocity.y > 0:
state = States.FALL
if state in [States.FALL] and is_zero_approx(velocity.y):
if direction:
state = States.RUN
else:
state = States.LAND
# Rolls
if state not in STATES_IMMOBILE and state != States.ROLL and \
(Input.is_action_just_pressed("roll_jump") or Input.is_action_just_pressed("roll")):
state = States.ROLL
if is_on_floor():
var roll_dust = ROLL_DUST.instantiate()
roll_dust.position = position
roll_dust.flip_h = !sprite.flip_h
add_sibling(roll_dust)
if !sprite.flip_h:
velocity.x = ROLL_VELOCITY
else:
velocity.x = -ROLL_VELOCITY
if velocity.y >= 0 && Input.is_action_just_pressed("roll_jump"):
velocity.y = -120
# Melee
if state not in STATES_IMMOBILE and Input.is_action_just_pressed("melee"):
state = States.MELEE
if Input.is_action_pressed("roll"):
# Pound
pass
# Shooting
if state not in STATES_IMMOBILE and Input.is_action_just_pressed("shoot"):
state = States.SHOOT
match global.save.projectile:
global.save.Projectile.BLAST:
pass
# Ragdoll
if state not in [States.RAGDOLL, States.BOUNCE, States.LAY] and Input.is_action_just_pressed("ragdoll"):
state = States.RAGDOLL
if state in [States.RAGDOLL] and is_on_floor():
state = States.BOUNCE
var roll_dust = ROLL_DUST.instantiate()
roll_dust.position = position
roll_dust.flip_h = !sprite.flip_h
add_sibling(roll_dust)
velocity.y = -120
audio_player.stream = HIT_GROUND
audio_player.play()
if state in [States.BOUNCE] and is_on_floor() and velocity.y >= 0:
state = States.LAY
audio_player.stream = HIT_GROUND
audio_player.play()
if state in [States.LAY] and is_on_floor():
velocity.x = move_toward(velocity.x, 0, ACCEL * delta)
# Overall physics
direction = Input.get_axis("move_left", "move_right")
if state == States.ROLL and sprite.frame > 7:
# Slow down if in the later roll frames.
velocity.x = move_toward(velocity.x, 0, ROLL_DECEL * delta)
elif state not in [States.ROLL, States.DAMAGE, States.RAGDOLL, States.BOUNCE, States.LAY, States.SHOOT, States.MELEE]:
# Apply velocity changes if not in a restricted movement state.
velocity.x = move_toward(velocity.x, direction * SPEED, ACCEL * delta)
if direction:
if state not in [States.JUMP_START, States.JUMP, States.FALL, States.RUN_START, States.RUN]:
state = States.RUN_START
else:
if state not in [States.JUMP_START, States.JUMP, States.FALL, States.LAND]:
state = States.IDLE
move_and_slide()