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221 lines
5.3 KiB
GDScript
221 lines
5.3 KiB
GDScript
extends RigidBody2D
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# Character Demo, written by Juan Linietsky.
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#
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# Implementation of a 2D Character controller.
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# This implementation uses the physics engine for
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# controlling a character, in a very similar way
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# than a 3D character controller would be implemented.
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#
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# Using the physics engine for this has the main
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# advantages:
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# -Easy to write.
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# -Interaction with other physics-based objects is free
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# -Only have to deal with the object linear velocity, not position
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# -All collision/area framework available
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#
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# But also has the following disadvantages:
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#
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# -Objects may bounce a little bit sometimes
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# -Going up ramps sends the chracter flying up, small hack is needed.
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# -A ray collider is needed to avoid sliding down on ramps and
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# undesiderd bumps, small steps and rare numerical precision errors.
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# (another alternative may be to turn on friction when the character is not moving).
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# -Friction cant be used, so floor velocity must be considered
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# for moving platforms.
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# Member variables
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var anim = ""
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var siding_left = false
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var jumping = false
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var stopping_jump = false
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var shooting = false
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var WALK_ACCEL = 800.0
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var WALK_DEACCEL = 800.0
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var WALK_MAX_VELOCITY = 200.0
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var AIR_ACCEL = 200.0
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var AIR_DEACCEL = 200.0
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var JUMP_VELOCITY = 460
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var STOP_JUMP_FORCE = 900.0
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var MAX_FLOOR_AIRBORNE_TIME = 0.15
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var airborne_time = 1e20
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var shoot_time = 1e20
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var MAX_SHOOT_POSE_TIME = 0.3
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var bullet = preload("res://bullet.tscn")
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var floor_h_velocity = 0.0
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onready var enemy = load("res://enemy.tscn")
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func _integrate_forces(s):
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var lv = s.get_linear_velocity()
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var step = s.get_step()
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var new_anim = anim
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var new_siding_left = siding_left
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# Get the controls
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var move_left = Input.is_action_pressed("move_left")
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var move_right = Input.is_action_pressed("move_right")
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var jump = Input.is_action_pressed("jump")
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var shoot = Input.is_action_pressed("shoot")
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var spawn = Input.is_action_pressed("spawn")
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if spawn:
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var e = enemy.instance()
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var p = position
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p.y = p.y - 100
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e.position = p
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get_parent().add_child(e)
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# Deapply prev floor velocity
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lv.x -= floor_h_velocity
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floor_h_velocity = 0.0
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# Find the floor (a contact with upwards facing collision normal)
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var found_floor = false
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var floor_index = -1
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for x in range(s.get_contact_count()):
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var ci = s.get_contact_local_normal(x)
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if ci.dot(Vector2(0, -1)) > 0.6:
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found_floor = true
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floor_index = x
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# A good idea when implementing characters of all kinds,
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# compensates for physics imprecision, as well as human reaction delay.
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if shoot and not shooting:
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shoot_time = 0
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var bi = bullet.instance()
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var ss
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if siding_left:
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ss = -1.0
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else:
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ss = 1.0
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var pos = position + $bullet_shoot.position * Vector2(ss, 1.0)
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bi.position = pos
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get_parent().add_child(bi)
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bi.linear_velocity = Vector2(800.0 * ss, -80)
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$sprite/smoke.restart()
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$sound_shoot.play()
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add_collision_exception_with(bi) # Make bullet and this not collide
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else:
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shoot_time += step
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if found_floor:
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airborne_time = 0.0
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else:
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airborne_time += step # Time it spent in the air
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var on_floor = airborne_time < MAX_FLOOR_AIRBORNE_TIME
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# Process jump
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if jumping:
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if lv.y > 0:
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# Set off the jumping flag if going down
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jumping = false
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elif not jump:
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stopping_jump = true
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if stopping_jump:
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lv.y += STOP_JUMP_FORCE * step
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if on_floor:
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# Process logic when character is on floor
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if move_left and not move_right:
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if lv.x > -WALK_MAX_VELOCITY:
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lv.x -= WALK_ACCEL * step
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elif move_right and not move_left:
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if lv.x < WALK_MAX_VELOCITY:
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lv.x += WALK_ACCEL * step
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else:
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var xv = abs(lv.x)
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xv -= WALK_DEACCEL * step
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if xv < 0:
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xv = 0
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lv.x = sign(lv.x) * xv
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# Check jump
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if not jumping and jump:
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lv.y = -JUMP_VELOCITY
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jumping = true
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stopping_jump = false
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$sound_jump.play()
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# Check siding
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if lv.x < 0 and move_left:
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new_siding_left = true
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elif lv.x > 0 and move_right:
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new_siding_left = false
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if jumping:
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new_anim = "jumping"
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elif abs(lv.x) < 0.1:
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if shoot_time < MAX_SHOOT_POSE_TIME:
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new_anim = "idle_weapon"
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else:
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new_anim = "idle"
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else:
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if shoot_time < MAX_SHOOT_POSE_TIME:
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new_anim = "run_weapon"
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else:
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new_anim = "run"
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else:
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# Process logic when the character is in the air
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if move_left and not move_right:
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if lv.x > -WALK_MAX_VELOCITY:
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lv.x -= AIR_ACCEL * step
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elif move_right and not move_left:
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if lv.x < WALK_MAX_VELOCITY:
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lv.x += AIR_ACCEL * step
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else:
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var xv = abs(lv.x)
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xv -= AIR_DEACCEL * step
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if xv < 0:
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xv = 0
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lv.x = sign(lv.x) * xv
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if lv.y < 0:
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if shoot_time < MAX_SHOOT_POSE_TIME:
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new_anim = "jumping_weapon"
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else:
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new_anim = "jumping"
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else:
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if shoot_time < MAX_SHOOT_POSE_TIME:
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new_anim = "falling_weapon"
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else:
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new_anim = "falling"
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# Update siding
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if new_siding_left != siding_left:
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if new_siding_left:
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$sprite.scale.x = -1
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else:
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$sprite.scale.x = 1
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siding_left = new_siding_left
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# Change animation
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if new_anim != anim:
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anim = new_anim
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$anim.play(anim)
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shooting = shoot
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# Apply floor velocity
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if found_floor:
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floor_h_velocity = s.get_contact_collider_velocity_at_position(floor_index).x
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lv.x += floor_h_velocity
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# Finally, apply gravity and set back the linear velocity
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lv += s.get_total_gravity() * step
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s.set_linear_velocity(lv)
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