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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
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _debug_info():
return "%s\ngot zoop: %s\ngot hanging: %s" % [state.to_string(), str(inventory.zoop), str(inventory.hanging)]
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 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
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