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 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, 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 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: pass func get_facing() -> int: if $AnimatedSprite2D.flip_h: return -1 else: 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 _physics_process(delta: float): movement_handler.call(delta) #region movement type setters func set_movement_normal(): movement_type = MovementType.NORMAL movement_handler = _movement_normal 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 movement_type = MovementType.HANGING movement_handler = _movement_hanging hanging_t = 0 hanging_L = hang_dist hanging_target = target var hyp = target.global_position - global_position # if player is above the hook, we need to snap to horizontal if hyp.y > 0: hyp.y = 0 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) 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) #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) velocity.y += grav_coef * gravity * delta if velocity.y > jump_strength: velocity.y = jump_strength if is_on_floor(): coyote = 0 else: coyote += delta 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 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 #endregion func handle_action_input(): var hooks = get_tree().get_nodes_in_group("hook_hanging") for hook_any in hooks: if not hook_any is HookHanging: print_debug("hook is not HookHanging!", hook_any) continue var hook: HookHanging = hook_any var dist = (hook.global_position - global_position).length() print_debug("found hook: ", hook, ", dist: ", dist) if dist < hook_distance_max: set_movement_hanging(hook, hook.hang_distance)