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