class_name Player extends CharacterBody2D @export var speed: float @export var jump_strength: float @export var coyote_max_ms: float @export var jump_held_coef: float @export var camera_offset_look: float @export var camera_offset_jump: float var state: PlayerState = PlayerStateInit.new(self) @onready var anim_sp: AnimatedSprite2D = $AnimatedSprite2D @onready var tree: SceneTree = get_tree() @onready var top: Top = tree.root.get_node("Top") as Top @onready var inventory: Inventory = top.inventory @onready var walk_audio: AudioStreamPlayer2D = $WalkAudio @onready var jump_audio: AudioStreamPlayer2D = $JumpAudio @onready var die_audio: AudioStreamPlayer2D = $DieAudio @onready var fanfare_audio: AudioStreamPlayer2D = $FanfareAudio var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") func _debug_info(): return "%s\ngot zoop: %s\ngot hanging: %s\nrelics: %s" % [state.to_string(), str(inventory.zoop), str(inventory.hanging), str(inventory.relics)] func _camera_target() -> Vector2: var oy: float = 0 if not is_on_floor(): oy = camera_offset_jump return global_position + Vector2(get_facing() * camera_offset_look, oy) func _process(delta: float) -> void: state._handle(delta) var look_at_nodes: Array[Node2D] = [] look_at_nodes.append_array(tree.get_nodes_in_group("hook_hanging")) look_at_nodes.append_array(tree.get_nodes_in_group("zoop_points")) for look_at_node in look_at_nodes: var is_camera_target: bool = look_at_node.is_in_group("camera_target") var player_not_much_higher = (look_at_node.global_position.y - global_position.y) < 30 var is_close: bool = ((look_at_node.global_position - global_position).length() < 100) and player_not_much_higher if not is_camera_target and is_close: look_at_node.add_to_group("camera_target") elif is_camera_target and not is_close: look_at_node.remove_from_group("camera_target") func _physics_process(delta: float): state._handle_physics(delta) func request_state_init(): state = PlayerStateInit.new(self) func request_state_normal(): state = PlayerStateNormal.new(self) func request_state_forced(dir: String): if state is PlayerStateForced: return state = PlayerStateForced.new(self, dir) func request_state_curve(curve: Curve2D, c_speed: float, c_reverse: bool): if state is PlayerStateCurve: return state = PlayerStateCurve.new(self, curve, c_speed, c_reverse) func request_state_hanging(target: Node2D): if state is PlayerStateHanging: return if not PlayerStateHanging.can_hang_from(self, target): return state = PlayerStateHanging.new(self, target) func request_state_zooping(target: ZoopPoint) -> bool: if state is PlayerStateZooping: return false if not PlayerStateZooping.can_zoop_to(self, target): return false state = PlayerStateZooping.new(self, target) return true func request_state_dead(): if state is PlayerStateDead: return false state = PlayerStateDead.new(self) func get_facing() -> int: if anim_sp.flip_h: return -1 else: return 1 func handle_action_input(): if inventory.zoop and _try_action_zoop(): return if inventory.hanging and _try_action_hang(): return func _try_action_hang() -> bool: var hooks = get_tree().get_nodes_in_group("hook_hanging") for hook_any in hooks: var hook: HookHanging = hook_any as HookHanging if request_state_hanging(hook): return true return false func _try_action_zoop(): var zoops = get_tree().get_nodes_in_group("zoop_points") for zoop_any in zoops: var zoop: ZoopPoint = zoop_any as ZoopPoint if request_state_zooping(zoop): return true return false const walk_sfx_interval_ms = 300 var last_walk_sfx_time = -INF func request_play_walk_sfx(): var now = Time.get_ticks_msec() if now - last_walk_sfx_time > walk_sfx_interval_ms: walk_audio.pitch_scale = 1 + 1 * randf() walk_audio.volume_db = -3 + 0.5 * randf() walk_audio.play() last_walk_sfx_time = now func request_play_jump_sfx(): jump_audio.pitch_scale = 0.95 + 0.1 * randf() jump_audio.volume_db = -0.5 + 0.5 * randf() jump_audio.play() func request_play_die_sfx(): die_audio.play() func request_play_fanfare_sfx(): fanfare_audio.play()