summaryrefslogtreecommitdiffstats
path: root/player.gd
diff options
context:
space:
mode:
Diffstat (limited to 'player.gd')
-rw-r--r--player.gd251
1 files changed, 19 insertions, 232 deletions
diff --git a/player.gd b/player.gd
index 2fdd1e7..20bf000 100644
--- a/player.gd
+++ b/player.gd
@@ -7,42 +7,9 @@ extends CharacterBody2D
@export var jump_held_coef: float
@export var hook_distance_max: float
-## float (-1.0 .. 1.0) or null
-var forced_input_x: Variant
-
-var curve_t: float = 0
-var curve_target: Curve2D
-var curve_speed: float
-var curve_dir: int
-
-var hanging_target: HookHanging
-var hanging_t: float
-var hanging_L: float
-var hanging_theta0: float
-var hanging_line2D: Line2D
-
-enum MovementType {
- NORMAL,
- FORCED,
- CURVE,
- HANG_TWEEN,
- HANGING,
-}
-var movement_type = MovementType.NORMAL
-var movement_handler: Callable = _movement_normal
-var movement_handlers = {
- MovementType.NORMAL: _movement_normal,
- MovementType.FORCED: _movement_forced,
- MovementType.CURVE: _movement_curve,
-}
+var state: PlayerState
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
-var prev_dir: float = 0.0
-var jump_was_released: bool = true
-
-# coyote = 0 indicates on floor
-# coyote > 0 indicates seconds since on floor
-var coyote: float = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -55,216 +22,36 @@ func get_facing() -> int:
return 1
# Called every frame. 'delta' is the elapsed time since the previous frame.
-func _process(_delta: float) -> void:
- if velocity.x > 0:
- $AnimatedSprite2D.flip_h = false
- elif velocity.x < 0:
- $AnimatedSprite2D.flip_h = true
-
- if not is_on_floor():
- $AnimatedSprite2D.set_animation("jump")
- elif abs(velocity.x) > 0.0:
- $AnimatedSprite2D.set_animation("walk")
- else:
- $AnimatedSprite2D.set_animation("idle")
+func _process(delta: float) -> void:
+ state._handle(self, delta)
func _physics_process(delta: float):
- movement_handler.call(delta)
+ state._handle_physics(self, delta)
#region movement type setters
func set_movement_normal():
- movement_type = MovementType.NORMAL
- movement_handler = _movement_normal
+ state = PlayerStateNormal.new()
func set_movement_forced(dir: String):
- if movement_type == MovementType.FORCED: return
-
- movement_type = MovementType.FORCED
- movement_handler = _movement_forced
-
- var jump_coef = 1.3
-
- if dir == "LEFT":
- forced_input_x = -1.0
- elif dir == "JUMP_LEFT":
- velocity.y = -jump_coef * jump_strength
- forced_input_x = -1.0
- elif dir == "RIGHT":
- forced_input_x = 1.0
- elif dir == "JUMP_RIGHT":
- velocity.y = -jump_coef * jump_strength
- forced_input_x = 1.0
- elif dir == "JUMP":
- velocity.y = -jump_strength
- forced_input_x = 0.0
- gravity = 0.0
- elif dir == "DROP":
- forced_input_x = 0.0
-
-func set_movement_curve(curve: Curve2D, speed: float, reverse: bool):
- if movement_type == MovementType.CURVE: return
-
- movement_type = MovementType.CURVE
- movement_handler = _movement_curve
-
- curve_target = curve
- curve_speed = speed
- if reverse:
- curve_dir = -1
- curve_t = 1
- else:
- curve_dir = 1
- curve_t = 0
-
-func set_movement_hanging(target: Node2D, hang_dist: float):
- if movement_type == MovementType.HANGING: return
-
- hanging_t = 0
- hanging_L = hang_dist
- hanging_target = target
-
- # Add tongue line
- hanging_line2D = Line2D.new()
- hanging_line2D.width = 2
- hanging_line2D.add_point(Vector2.ZERO)
- hanging_line2D.add_point(Vector2.ZERO) # set in movement handler
- target.add_child(hanging_line2D)
-
- var hyp = target.global_position - global_position
- var sign_x = sign(hyp.x)
- var angle_below_horiz = 15
- var angle_below_horiz_r = deg_to_rad(angle_below_horiz)
- var tweening_target_point = hanging_target.global_position \
- - Vector2(sign_x * hanging_L * cos(angle_below_horiz_r),
- -hanging_L * sin(angle_below_horiz_r))
-
- # if player is above the hook, we need to tween to horizontal
- if tweening_target_point.y - global_position.y > 0:
- movement_type = MovementType.HANG_TWEEN
- movement_handler = _movement_hang_tween
- return
-
- movement_type = MovementType.HANGING
- movement_handler = _movement_hanging
-
- hanging_theta0 = atan2(-hyp.y, hyp.x) - PI/2
- if hanging_theta0 < -PI: hanging_theta0 += 2*PI
- print_debug("hyp: ", hyp, ", hanging_theta0: ", hanging_theta0)
-#endregion
-
-#region movement handlers
-func _movement_normal(delta: float):
- var grav_coef = 1.0
- if velocity.y < 0 and Input.is_action_pressed("jump"):
- grav_coef = 1.0 + (jump_held_coef * velocity.y / jump_strength)
+ if state is PlayerStateForced: return
- velocity.y += grav_coef * gravity * delta
- if velocity.y > jump_strength:
- velocity.y = jump_strength
+ var psf: PlayerStateForced = PlayerStateForced.new()
+ psf.initialize(self, dir)
+ state = psf
- if is_on_floor():
- coyote = 0
- else:
- coyote += delta
+func set_movement_curve(curve: Curve2D, c_speed: float, c_reverse: bool):
+ if state is PlayerStateCurve: return
- var can_jump = coyote < (coyote_max_ms * 0.001) and jump_was_released
- if Input.is_action_pressed("jump") and can_jump:
- velocity.y = -jump_strength
- # Force coyote time to expire to forbid double jumps
- coyote = coyote_max_ms
- jump_was_released = false
+ var psc: PlayerStateCurve = PlayerStateCurve.new()
+ psc.initialize(self, curve, c_speed, c_reverse)
+ state = psc
- if not Input.is_action_pressed("jump"):
- jump_was_released = true
-
- if Input.is_action_just_pressed("action"):
- handle_action_input()
-
- var direction: float
- if Input.is_action_pressed("move_left") and Input.is_action_pressed("move_right"):
- # This is a fix to the stalled movement issue
- # where the player stops if both x inputs are pressed at the same time.
- # To fix it, we store the previous direction the player was moving in, and change
- # the direction when both buttons are held. This is what the player wants nearly always.
- direction = -prev_dir
- else:
- direction = Input.get_axis("move_left", "move_right")
- prev_dir = direction
-
- velocity.x = direction * speed
-
- move_and_slide()
-
-func _movement_forced(delta: float):
- velocity.y += gravity * delta
- if velocity.y > jump_strength:
- velocity.y = jump_strength
-
- velocity.x = forced_input_x * speed
-
- move_and_slide()
-
-func _movement_curve(delta: float):
- curve_t += curve_dir * curve_speed * delta
- var finished: bool
- if curve_dir == 1:
- finished = curve_t >= 1.0
- else:
- finished = curve_t <= 0.0
-
- var new_position = curve_target.sample_baked(curve_t * curve_target.get_baked_length(), true)
- velocity = (new_position - position) / delta
-
- if finished:
- set_movement_normal()
- curve_target = null
- return
-
- position = new_position
-
-func _movement_hanging(delta: float):
- hanging_t += delta
-
- if Input.is_action_just_pressed("jump"):
- velocity.y = -jump_strength
- # Force coyote time to expire to forbid double jumps
- coyote = coyote_max_ms
- jump_was_released = false
- hanging_line2D.queue_free()
- set_movement_normal()
-
- var omega = sqrt(gravity / hanging_L)
- var theta = hanging_theta0 * cos(hanging_t * omega)
- global_position.x = hanging_target.global_position.x + hanging_L * sin(theta)
- global_position.y = hanging_target.global_position.y + hanging_L * cos(theta)
-
- hanging_line2D.points[1] = global_position - hanging_target.global_position
-
-func _movement_hang_tween(delta: float):
- var tween_speed = jump_strength
- var hyp = hanging_target.global_position - global_position
- var sign_x = sign(hyp.x)
-
- var angle_below_horiz = 15
- var angle_below_horiz_r = deg_to_rad(angle_below_horiz)
- var tweening_target_point = hanging_target.global_position \
- - Vector2(sign_x * hanging_L * cos(angle_below_horiz_r),
- -hanging_L * sin(angle_below_horiz_r))
-
- var tween_hyp = tweening_target_point - global_position
- var tween_dir: Vector2 = tween_hyp.normalized()
- var v: Vector2 = tween_dir * tween_speed
- var s: Vector2 = v * delta
+func set_movement_hanging(target: Node2D, hang_dist: float):
+ if state is PlayerStateHanging: return
- if tween_hyp.length() < s.length():
- movement_type = MovementType.HANGING
- movement_handler = _movement_hanging
- hanging_theta0 = deg_to_rad(-sign_x * (90 - angle_below_horiz))
- else:
- position += s
-
- hanging_line2D.points[1] = global_position - hanging_target.global_position
- pass
+ var psh: PlayerStateHanging = PlayerStateHanging.new()
+ psh.initialize(self, target, hang_dist)
+ state = psh
#endregion
func handle_action_input():