extends Area2D # base class for units # we assume every unit can move and jump so we see their handlers here # sprite management is handled here (and subclasses) as well class_name Unit const Constants = preload("res://Scripts/Constants.gd") const GameUtils = preload("res://Scripts/GameUtils.gd") var scene # position export var unit_type : int var actions = {} var unit_conditions = {} var facing : int = Constants.Direction.RIGHT var current_action_time_elapsed : float = 0 var unit_condition_timers = {} var pos : Vector2 var h_speed : float = 0 var v_speed : float = 0 var target_move_speed : float var last_contacted_ground_collider : Array var current_sprite : Node2D var sprite_class_nodes = {} # sprite class to node list dictionary var hit_queued : bool = false var hit_dir : int var time_elapsed : float var is_flash : bool = false var flash_start_timestamp : float var recorder: PlayerRecorder = null var jump_buffer: float = 0 # Called when the node enters the scene tree for the first time func _ready(): for action_num in Constants.UNIT_TYPE_ACTIONS[unit_type]: actions[action_num] = false for condition_num in Constants.UNIT_TYPE_CONDITIONS[unit_type].keys(): set_unit_condition(condition_num, Constants.UNIT_TYPE_CONDITIONS[unit_type][condition_num]) for condition_num in Constants.UNIT_CONDITION_TIMERS[unit_type].keys(): unit_condition_timers[condition_num] = 0 target_move_speed = Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type] # populate sprite_class_nodes for sprite_class in Constants.UNIT_SPRITES[unit_type]: sprite_class_nodes[sprite_class] = [] for node_name in Constants.UNIT_SPRITES[unit_type][sprite_class][1]: sprite_class_nodes[sprite_class].append(get_node(node_name)) pos = Vector2(position.x / Constants.GRID_SIZE, position.y / -Constants.GRID_SIZE) position.x = position.x * Constants.SCALE_FACTOR position.y = position.y * Constants.SCALE_FACTOR scale.x = Constants.SCALE_FACTOR scale.y = Constants.SCALE_FACTOR func init_unit_w_scene(scene): self.scene = scene func buffer_jump(): jump_buffer = 0.07 func set_action(action : int): assert(action in Constants.UNIT_TYPE_ACTIONS[unit_type]) actions[action] = true func set_unit_condition(condition_type : int, condition): assert(condition_type in Constants.UNIT_TYPE_CONDITIONS[unit_type].keys()) unit_conditions[condition_type] = condition func set_unit_condition_with_timer(condition_type : int): assert(condition_type in Constants.UNIT_CONDITION_TIMERS[unit_type].keys()) set_unit_condition(condition_type, Constants.UNIT_CONDITION_TIMERS[unit_type][condition_type][1]) unit_condition_timers[condition_type] = Constants.UNIT_CONDITION_TIMERS[unit_type][condition_type][0] func get_condition(condition_num : int, default): if condition_num in Constants.UNIT_TYPE_CONDITIONS[unit_type].keys(): return unit_conditions[condition_num] else: return default func is_current_action_timer_done(current_action : int): if Constants.CURRENT_ACTION_TIMERS[unit_type].keys().find(current_action) == -1: print(Constants.UnitType.keys()[unit_type] + " " + Constants.UnitCurrentAction.keys()[current_action]) assert(current_action in Constants.CURRENT_ACTION_TIMERS[unit_type].keys()) return current_action_time_elapsed >= Constants.CURRENT_ACTION_TIMERS[unit_type][current_action] func reset_actions(): for action_num in Constants.UNIT_TYPE_ACTIONS[unit_type]: actions[action_num] = false func process_unit(delta, time_elapsed : float): current_action_time_elapsed += delta if jump_buffer > 0: jump_buffer -= delta if unit_conditions[Constants.UnitCondition.IS_ON_GROUND]: set_action(Constants.ActionType.JUMP) jump_buffer = 0 execute_actions(delta) handle_idle() advance_timers(delta) handle_moving_status(delta) handle_recoil() # must be after handle_moving_status reset_current_action() self.time_elapsed = time_elapsed func advance_timers(delta): for condition_num in Constants.UNIT_CONDITION_TIMERS[unit_type].keys(): unit_condition_timers[condition_num] = move_toward(unit_condition_timers[condition_num], 0, delta) if unit_condition_timers[condition_num] == 0: set_unit_condition(condition_num, Constants.UNIT_CONDITION_TIMERS[unit_type][condition_num][2]) if condition_num == Constants.UnitCondition.IS_INVINCIBLE: invincibility_ended() func reset_current_action(): # process CURRENT_ACTION if get_current_action() == Constants.UnitCurrentAction.JUMPING: if not actions[Constants.ActionType.JUMP]: set_current_action(Constants.UnitCurrentAction.IDLE) # process MOVING_STATUS if not actions[Constants.ActionType.MOVE]: set_unit_condition(Constants.UnitCondition.MOVING_STATUS, Constants.UnitMovingStatus.IDLE) func handle_input(delta): # implemented in subclass pass func get_current_action(): return unit_conditions[Constants.UnitCondition.CURRENT_ACTION] func set_current_action(current_action : int): assert(current_action in Constants.UNIT_TYPE_CURRENT_ACTIONS[unit_type]) if get_current_action() != current_action: current_action_time_elapsed = 0 set_unit_condition(Constants.UnitCondition.CURRENT_ACTION, current_action) func execute_actions(delta): for action_num in Constants.UNIT_TYPE_ACTIONS[unit_type]: if !actions[action_num]: continue match action_num: Constants.ActionType.JUMP: jump() Constants.ActionType.MOVE: move() func jump(): set_current_action(Constants.UnitCurrentAction.JUMPING) if (unit_conditions[Constants.UnitCondition.IS_ON_GROUND]): # hit ground v_speed = max(Constants.UNIT_TYPE_JUMP_SPEEDS[unit_type], v_speed) else: # airborne print("airjump") print(v_speed) v_speed = max(Constants.UNIT_TYPE_JUMP_SPEEDS[unit_type], move_toward(v_speed, Constants.UNIT_TYPE_JUMP_SPEEDS[unit_type], get_process_delta_time() * Constants.GRAVITY)) print(v_speed) set_unit_condition(Constants.UnitCondition.IS_ON_GROUND, false) if get_current_action() == Constants.UnitCurrentAction.JUMPING and v_speed > 0: set_sprite(Constants.SpriteClass.JUMP, 0) if is_current_action_timer_done(Constants.UnitCurrentAction.JUMPING): set_current_action(Constants.UnitCurrentAction.IDLE) func move(): set_unit_condition(Constants.UnitCondition.MOVING_STATUS, Constants.UnitMovingStatus.MOVING) if (get_current_action() == Constants.UnitCurrentAction.IDLE and unit_conditions[Constants.UnitCondition.IS_ON_GROUND]): set_sprite(Constants.SpriteClass.WALK) func handle_recoil(): # implemented in subclass pass func handle_moving_status(delta): # what we have: facing, current speed, move status, grounded # we want: to set the new intended speed var magnitude : float if unit_conditions[Constants.UnitCondition.IS_ON_GROUND]: magnitude = sqrt(pow(v_speed, 2) + pow(h_speed, 2)) else: magnitude = abs(h_speed) # if move status is idle if unit_conditions[Constants.UnitCondition.MOVING_STATUS] == Constants.UnitMovingStatus.IDLE: # slow down magnitude = move_toward(magnitude, 0, Constants.ACCELERATION * delta) # if move status is not idle else: # if is facing-aligned if (h_speed <= 0 and facing == Constants.Direction.LEFT) or (h_speed >= 0 and facing == Constants.Direction.RIGHT): # speed up magnitude = move_toward(magnitude, target_move_speed, Constants.ACCELERATION * delta) # if is not facing-aligned else: # slow down magnitude = move_toward(magnitude, 0, Constants.ACCELERATION * delta) # if is grounded if unit_conditions[Constants.UnitCondition.IS_ON_GROUND]: # make magnitude greater than quantum distance if magnitude > 0 and magnitude < Constants.QUANTUM_DIST: magnitude = Constants.QUANTUM_DIST * 2 # make move vector point down if magnitude > 0: if h_speed > 0: h_speed = Constants.QUANTUM_DIST # preserve h direction elif h_speed < 0: h_speed = -1 * Constants.QUANTUM_DIST else: # from still to moving if facing == Constants.Direction.RIGHT: h_speed = Constants.QUANTUM_DIST else: h_speed = -1 * Constants.QUANTUM_DIST else: h_speed = 0 v_speed = -1 * magnitude # if is not grounded else: # set h_speed if magnitude > 0: if h_speed > 0: h_speed = magnitude elif h_speed < 0: h_speed = -1 * magnitude else: # from no lateral movement to having lateral movement if facing == Constants.Direction.RIGHT: h_speed = magnitude else: h_speed = -1 * magnitude else: h_speed = 0 func handle_idle(): if get_current_action() == Constants.UnitCurrentAction.IDLE: if unit_conditions[Constants.UnitCondition.IS_ON_GROUND]: if unit_conditions[Constants.UnitCondition.MOVING_STATUS] == Constants.UnitMovingStatus.IDLE: set_sprite(Constants.SpriteClass.IDLE) elif v_speed > 0: set_sprite(Constants.SpriteClass.JUMP, 0) else: set_sprite(Constants.SpriteClass.JUMP, 1) func set_sprite(sprite_class: int, index: int = 0, ignore_bad_values: bool = false): if ignore_bad_values: if not(unit_type in Constants.UNIT_SPRITES) or not(sprite_class in Constants.UNIT_SPRITES[unit_type]): return assert(unit_type in Constants.UNIT_SPRITES) assert(sprite_class in Constants.UNIT_SPRITES[unit_type]) var node_list = sprite_class_nodes[sprite_class] var true_index : int = index if true_index > len(node_list) - 1: true_index = 0 if is_instance_valid(recorder): recorder.sprite = (index << 3) | sprite_class var new_sprite : Node2D = node_list[true_index] if (is_flash): if int((time_elapsed - flash_start_timestamp) / Constants.FLASH_CYCLE) % 2 == 1: new_sprite.set_modulate(Color(2, 1, 1)) else: new_sprite.set_modulate(Color(1, .5, .5)) else: new_sprite.set_modulate(Color(1, 1, 1)) if current_sprite == null or current_sprite != new_sprite: if current_sprite != null: current_sprite.visible = false current_sprite = new_sprite current_sprite.visible = true if (Constants.UNIT_SPRITES[unit_type][sprite_class][0]): current_sprite.set_frame(0) current_sprite.play() if facing == Constants.Direction.LEFT: current_sprite.scale.x = -1 else: current_sprite.scale.x = 1 func react(delta): pos.x = pos.x + h_speed * delta pos.y = pos.y + v_speed * delta position.x = pos.x * Constants.GRID_SIZE * Constants.SCALE_FACTOR position.y = pos.y * Constants.GRID_SIZE *-Constants.SCALE_FACTOR func hit(dir : int): # implemented in subclass hit_queued = true hit_dir = dir func start_flash(): is_flash = true flash_start_timestamp = time_elapsed func invincibility_ended(): # implemented in subclass pass func landed(): # implemented in subclass pass