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-rw-r--r--player.gd93
1 files changed, 68 insertions, 25 deletions
diff --git a/player.gd b/player.gd
index 88d0c6d..900f472 100644
--- a/player.gd
+++ b/player.gd
@@ -5,9 +5,23 @@ extends CharacterBody2D
@export var jump_strength: float
@export var coyote_max: int
@export var jump_held_coef: float
+@export var curve_speed: float
## float (-1.0 .. 1.0) or null
var forced_input_x: Variant
+var curve_t: float = 0
+var followed_curve: Curve2D
+enum {
+ MOVEMENT_NORMAL,
+ MOVEMENT_FORCED,
+ MOVEMENT_CURVE,
+}
+var movement_type = MOVEMENT_NORMAL
+var movement_handlers = {
+ MOVEMENT_NORMAL: _movement_normal,
+ MOVEMENT_FORCED: _movement_forced,
+ MOVEMENT_CURVE: _movement_curve,
+}
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var prev_dir: float = 0.0
@@ -42,11 +56,39 @@ func _process(_delta: float) -> void:
$AnimatedSprite2D.set_animation("idle")
func _physics_process(delta: float):
+ movement_handlers[movement_type].call(delta)
+
+func set_forced_input(dir: Variant):
+ var jump_coef = 1.3
+ if dir == null:
+ movement_type = MOVEMENT_NORMAL
+ forced_input_x = null
+ return
+
+ movement_type = MOVEMENT_FORCED
+ #movement_type = MOVEMENT_CURVE
+ 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 _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)
- #print_debug("1.0 + (", velocity.y, " / (", jump_held_coef, " * ", jump_strength, ")) = ", grav_coef)
velocity.y += grav_coef * gravity * delta
if velocity.y > jump_strength:
velocity.y = jump_strength
@@ -56,7 +98,7 @@ func _physics_process(delta: float):
else:
coyote += 1
- var can_jump = coyote < coyote_max and jump_was_released and forced_input_x == null
+ var can_jump = coyote < coyote_max 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
@@ -67,9 +109,7 @@ func _physics_process(delta: float):
jump_was_released = true
var direction: float
- if forced_input_x != null:
- direction = forced_input_x
- elif Input.is_action_pressed("move_left") and Input.is_action_pressed("move_right"):
+ 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
@@ -83,23 +123,26 @@ func _physics_process(delta: float):
move_and_slide()
-func set_forced_input(dir: Variant):
- var jump_coef = 1.3
- if dir == null:
- forced_input_x = null
- elif 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 _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 follow_curve(curve: Curve2D):
+ movement_type = MOVEMENT_CURVE
+ followed_curve = curve
+ curve_t = 0
+
+func _movement_curve(delta: float):
+ #print_debug("t:", curve_t)
+ curve_t += curve_speed * delta
+ if curve_t >= 1.0:
+ movement_type = MOVEMENT_NORMAL
+ followed_curve = null
+ return
+
+ position = followed_curve.sample_baked(curve_t * followed_curve.get_baked_length(), true)