169 lines
6.3 KiB
GDScript
169 lines
6.3 KiB
GDScript
extends Player
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class_name DownhillAutoscrollerPlayer
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export var min_speed : float = 3
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export var max_speed : float = 11
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export var player_initiated_acceleration : float = 5
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export var boost_per_second : float = 6
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var last_contacted_map_elem_type : int = Constants.MapElemType.SQUARE
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var boost : float = 0 # to movement speed
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func execute_actions(delta):
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.execute_actions(delta)
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for action_num in Constants.UNIT_TYPE_ACTIONS[Constants.UnitType.PLAYER]:
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if !actions[action_num]:
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continue
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match action_num:
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# handle custom actions
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Constants.ActionType.SPIN:
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spin(delta)
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_:
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pass
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func spin(delta):
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set_current_action(Constants.UnitCurrentAction.SPINNING)
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boost += boost_per_second * delta
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func reset_current_action():
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.reset_current_action()
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if get_current_action() == Constants.UnitCurrentAction.SPINNING:
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if not actions[Constants.ActionType.SPIN]:
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set_current_action(Constants.UnitCurrentAction.IDLE)
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func custom_inputs():
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if scene.input_table[Constants.PlayerInput.GBA_B][scene.I_T_JUST_PRESSED]:
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if not get_condition(Constants.UnitCondition.IS_ON_GROUND, true):
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set_action(Constants.ActionType.SPIN)
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if (get_current_action() == Constants.UnitCurrentAction.SPINNING
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and scene.input_table[Constants.PlayerInput.GBA_B][scene.I_T_PRESSED]):
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set_action(Constants.ActionType.SPIN)
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func process_unit(delta, time_elapsed : float):
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# always be movin'
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facing = Constants.Direction.RIGHT
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actions[Constants.ActionType.MOVE] = true
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# Check if fallen off
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if last_contacted_map_elem_type == Constants.MapElemType.OOB_LOWER:
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oob_lower()
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# Fine tune the player's speed
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if get_current_action() == Constants.UnitCurrentAction.RECOILING:
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target_move_speed = min_speed
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else:
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# override player input so that leftward movement is deceleration,
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# right movement is acceleration
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if scene.input_table[Constants.PlayerInput.LEFT][scene.I_T_PRESSED]:
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target_move_speed = move_toward(target_move_speed, min_speed, player_initiated_acceleration * delta)
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else:
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if not get_condition(Constants.UnitCondition.IS_ON_GROUND, true):
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if (target_move_speed < Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type]
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and scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]):
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target_move_speed = move_toward(target_move_speed, Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type], player_initiated_acceleration * delta)
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if target_move_speed > max_speed:
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target_move_speed = move_toward(target_move_speed, max_speed, player_initiated_acceleration * delta)
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else:
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# shallow slope: arctan(.5) = 27 degrees, sin(27) = 0.45
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# steep slope: sin(45) = 0.71
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var ground_influenced_acceleration = 0
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var is_decel : bool = false
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if (last_contacted_map_elem_type == Constants.MapElemType.SMALL_SLOPE_RIGHT_1
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or last_contacted_map_elem_type == Constants.MapElemType.SMALL_SLOPE_RIGHT_2
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or last_contacted_map_elem_type == Constants.MapElemType.SMALL_SLOPE_LEFT_1
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or last_contacted_map_elem_type == Constants.MapElemType.SMALL_SLOPE_LEFT_2):
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ground_influenced_acceleration = Constants.GRAVITY * 0.45
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if (last_contacted_map_elem_type == Constants.MapElemType.SMALL_SLOPE_LEFT_1
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or last_contacted_map_elem_type == Constants.MapElemType.SMALL_SLOPE_LEFT_2):
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is_decel = true
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elif (last_contacted_map_elem_type == Constants.MapElemType.SLOPE_RIGHT
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or last_contacted_map_elem_type == Constants.MapElemType.SLOPE_LEFT):
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ground_influenced_acceleration = Constants.GRAVITY * 0.71
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if last_contacted_map_elem_type == Constants.MapElemType.SLOPE_LEFT:
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is_decel = true
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if is_decel or ground_influenced_acceleration == 0:
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var end_speed
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if ground_influenced_acceleration == 0:
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# flat ground
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if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
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end_speed = max(min(target_move_speed, max_speed), Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type])
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else:
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end_speed = min(target_move_speed, max_speed)
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else:
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# incline
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if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
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end_speed = Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type]
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else:
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end_speed = min_speed
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if target_move_speed < end_speed:
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target_move_speed = move_toward(target_move_speed, end_speed, player_initiated_acceleration * delta)
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else:
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if ground_influenced_acceleration > 0:
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target_move_speed = move_toward(target_move_speed, end_speed, ground_influenced_acceleration * delta)
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else:
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target_move_speed = move_toward(target_move_speed, end_speed, player_initiated_acceleration * delta)
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else:
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var acceleration = ground_influenced_acceleration
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if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
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acceleration = max(acceleration, player_initiated_acceleration)
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if target_move_speed < max_speed:
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target_move_speed = move_toward(target_move_speed, max_speed, acceleration * delta)
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else:
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target_move_speed = move_toward(target_move_speed, max_speed, player_initiated_acceleration * delta)
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.process_unit(delta, time_elapsed)
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# treat all collisions as right-side collisions
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func hit(dir : int):
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# Unit.gd implementation override
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hit_queued = true
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hit_dir = Constants.Direction.RIGHT
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# Player.gd implementation
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set_unit_condition_with_timer(Constants.UnitCondition.IS_INVINCIBLE)
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start_flash()
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set_action(Constants.ActionType.RECOIL)
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set_current_action(Constants.UnitCurrentAction.RECOILING)
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set_unit_condition(Constants.UnitCondition.MOVING_STATUS, Constants.UnitMovingStatus.IDLE)
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# override super class's RECOIL_PUSHBACK
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func handle_recoil():
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if not hit_queued:
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return
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hit_queued = false
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# skip recoil pushback logic, since target_move_speed is already
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# set to min_speed
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func landed():
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if get_current_action() == Constants.UnitCurrentAction.SPINNING:
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hit(Constants.Direction.RIGHT)
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boost = 0
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return
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target_move_speed += boost
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boost = 0
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func oob_lower():
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# Called when the player falls in a hole
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# Calculate respawn point
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var tilemap : TileMap = get_node("../Stage")
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var tile : Vector2 = pos.floor()
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tile.y *= -1
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while tilemap.get_cellv(tile) == 23 or tilemap.get_cellv(tile) < 0:
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tile += Vector2.RIGHT
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while tilemap.get_cellv(tile) >= 0:
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tile += Vector2.UP
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pos = tile
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pos.x += 0.5
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pos.y *= -1
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last_contacted_map_elem_type = Constants.MapElemType.SLOPE_LEFT
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# =======================
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# reset speed
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# should other things be done here?
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h_speed = 0
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