1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
|
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
var state: PlayerState = PlayerStateInit.new()
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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:
state._handle(self, delta)
func _physics_process(delta: float):
state._handle_physics(self, delta)
#region movement type setters
func set_movement_normal():
state = PlayerStateNormal.new()
func set_movement_forced(dir: String):
if state is PlayerStateForced: return
var psf: PlayerStateForced = PlayerStateForced.new()
psf.initialize(self, dir)
state = psf
func set_movement_curve(curve: Curve2D, c_speed: float, c_reverse: bool):
if state is PlayerStateCurve: return
var psc: PlayerStateCurve = PlayerStateCurve.new()
psc.initialize(self, curve, c_speed, c_reverse)
state = psc
func set_movement_hanging(target: Node2D, hang_dist: float):
if state is PlayerStateHanging: return
var psh: PlayerStateHanging = PlayerStateHanging.new()
psh.initialize(self, target, hang_dist)
state = psh
#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)
|