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