97 lines
2.0 KiB
GDScript
97 lines
2.0 KiB
GDScript
extends CharacterBody2D
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@export_range(10, 1000, 10, "or_greater")
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var speed = 300.0
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@export_range(0, 0.2, 0.001, "or_greater")
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var acceleration = 0.5
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@export_group("Airborne")
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@export_range(0, 1000, 10, "or_greater")
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var jump_velocity = 400.0
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@export_range(0, 10, 0.1, "or_greater")
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var gravity_modifier = 1
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@onready var knight: AnimatedSprite2D = $Knight
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@onready var base: AnimatedSprite2D = $Base
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var animated_sprites = []
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var is_in_cutscene = false # back to true on build
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var current_animation = "idle"
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func play_anim():
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for sprite: AnimatedSprite2D in animated_sprites:
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sprite.play(current_animation)
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func play_anim_run():
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current_animation = "run"
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func play_anim_idle():
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current_animation = "idle"
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func play_anim_jump():
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current_animation = "jump"
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func set_in_cutscene():
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is_in_cutscene = true
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func set_in_play():
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is_in_cutscene = false
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func look_left():
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for sprite in animated_sprites:
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sprite.flip_h = true
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func look_right():
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for sprite in animated_sprites:
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sprite.flip_h = false
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func _ready() -> void:
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animated_sprites = [
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knight,
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base
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]
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func _physics_process(delta: float) -> void:
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play_anim()
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if is_in_cutscene:
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play_anim_idle()
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velocity.x = move_toward(velocity.x, 0, speed)
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move_and_slide()
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return
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if not is_on_floor():
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velocity += get_gravity() * delta * gravity_modifier
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var direction := Input.get_axis("move_left", "move_right")
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if direction > 0 and is_on_floor():
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look_right()
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if direction < 0 and is_on_floor():
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look_left()
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if not is_on_floor():
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current_animation = "got_hit"
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else:
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if velocity.x != 0:
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play_anim_run()
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else:
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play_anim_idle()
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if is_on_floor():
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if direction:
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var smoothed_speed = speed * smoothstep(0, 1, acceleration)
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velocity.x += direction * smoothed_speed
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velocity.x = clampf(velocity.x, -speed, speed)
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else:
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velocity.x = move_toward(velocity.x, 0, speed)
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move_and_slide()
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func _on_dialogue_manager_dialogue_ended() -> void:
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set_in_play()
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func _on_trigger_dialogue_body_entered(body: Node2D) -> void:
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set_in_cutscene()
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