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Ichicoro 2022-10-03 16:59:38 +02:00
parent f31eb7d496
commit b5b7f566d1
14 changed files with 501 additions and 25 deletions

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[gd_scene load_steps=7 format=2]
[ext_resource path="res://platformer_controller/platformer_controller.gd" type="Script" id=1]
[ext_resource path="res://Giovanna.tres" type="SpriteFrames" id=2]
[ext_resource path="res://assets/sounds/salto1.wav" type="AudioStream" id=3]
[sub_resource type="RectangleShape2D" id=4]
extents = Vector2( 7, 15 )
[sub_resource type="GDScript" id=14]
script/source = "extends Node2D
onready var ded_timer = $DedTimer
var health := 100.0
var is_night := false
var in_light := false
func _ready():
print(\"In light: %s\" % in_light)
func _process(delta):
pass
if is_night:
if not in_light and ded_timer.is_stopped():
ded_timer.start(0.4)
func _on_LightCheck_entered(area):
in_light = true
# print(\"In light: %s\" % in_light)
func _on_LightCheck_exited(area):
in_light = false
# print(\"In light: %s\" % in_light)
func _on_cycle_started(i_n):
is_night = i_n
func _on_DedTimer_timeout():
get_tree().reload_current_scene()
"
[sub_resource type="RectangleShape2D" id=16]
extents = Vector2( 9, 15 )
[node name="PlatformerController2D" type="KinematicBody2D"]
script = ExtResource( 1 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = ExtResource( 2 )
animation = "air"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 4 )
[node name="Jump_AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
stream = ExtResource( 3 )
volume_db = -28.614
[node name="Camera2D" type="Camera2D" parent="."]
offset = Vector2( 0, -48 )
current = true
limit_left = -129
limit_top = -217
limit_right = 1123
limit_bottom = 669
limit_smoothed = true
smoothing_enabled = true
editor_draw_limits = true
[node name="PlayerStatus" type="Node2D" parent="."]
script = SubResource( 14 )
__meta__ = {
"_edit_group_": true
}
[node name="LightCheck" type="Area2D" parent="PlayerStatus"]
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="PlayerStatus/LightCheck"]
shape = SubResource( 4 )
[node name="DedTimer" type="Timer" parent="PlayerStatus"]
[node name="WallJump_Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="WallJump_Area2D"]
shape = SubResource( 16 )
[connection signal="area_entered" from="PlayerStatus/LightCheck" to="PlayerStatus" method="_on_LightCheck_entered"]
[connection signal="area_exited" from="PlayerStatus/LightCheck" to="PlayerStatus" method="_on_LightCheck_exited"]
[connection signal="timeout" from="PlayerStatus/DedTimer" to="PlayerStatus" method="_on_DedTimer_timeout"]

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@ -0,0 +1,262 @@
extends KinematicBody2D
class_name PlatformerController2D
# Set these to the name of your action (in the Input Map)
export var input_left : String = "left"
export var input_right : String = "right"
export var input_jump : String = "jump"
# The max jump height in pixels (holding jump)
export var max_jump_height = 64 setget set_max_jump_height
# The minimum jump height (tapping jump)
export var min_jump_height = 40 setget set_min_jump_height
# The height of your jump in the air
export var double_jump_height = 100 setget set_double_jump_height
# How long it takes to get to the peak of the jump in seconds
export var jump_duration = 0.3 setget set_jump_duration
# Multiplies the gravity by this while falling
export var falling_gravity_multiplier = 1.3
# Set to 2 for double jump
export var max_jump_amount = 1
export var max_acceleration = 1500
export var friction = 8
export var can_hold_jump : bool = false
# You can still jump this many seconds after falling off a ledge
export var coyote_time : float = 0.1
# Only neccessary when can_hold_jump is off
# Pressing jump this many seconds before hitting the ground will still make you jump
export var jump_buffer : float = 0.1
# Nodes
onready var jump_asp = $Jump_AudioStreamPlayer
onready var walljump_area2d = $WallJump_Area2D
onready var camera: Camera2D = $Camera2D
onready var bg: Node2D = $BG
# not used
var max_speed = 100
var acceleration_time = 10
# These will be calcualted automatically
var default_gravity : float
var jump_velocity : float
var double_jump_velocity : float
# Multiplies the gravity by this when we release jump
var release_gravity_multiplier : float
var jumps_left : int
var holding_jump := false
var vel = Vector2()
var acc = Vector2()
onready var coyote_timer = Timer.new()
onready var jump_buffer_timer = Timer.new()
onready var wall_jump_mouse_disable_timer = Timer.new()
var last_wall_normal: Vector2 = Vector2.ZERO
func _init():
default_gravity = calculate_gravity(max_jump_height, jump_duration)
jump_velocity = calculate_jump_velocity(max_jump_height, jump_duration)
double_jump_velocity = calculate_jump_velocity2(double_jump_height, default_gravity)
release_gravity_multiplier = calculate_release_gravity_multiplier(
jump_velocity, min_jump_height, default_gravity)
func _ready():
add_child(coyote_timer)
coyote_timer.wait_time = coyote_time
coyote_timer.one_shot = true
add_child(jump_buffer_timer)
jump_buffer_timer.wait_time = jump_buffer
jump_buffer_timer.one_shot = true
add_child(wall_jump_mouse_disable_timer)
wall_jump_mouse_disable_timer.wait_time = 0.1
wall_jump_mouse_disable_timer.one_shot = true
owner.set_meta("player", self)
func _physics_process(delta):
acc.x = 0
if Input.is_action_pressed("right"):
$AnimatedSprite.play("walk")
$AnimatedSprite.flip_h = true
elif Input.is_action_pressed("left"):
$AnimatedSprite.play("walk")
$AnimatedSprite.flip_h = false
else:
$AnimatedSprite.play("idle")
if not is_on_floor():
$AnimatedSprite.play("air")
if is_on_floor():
coyote_timer.start()
if is_on_wall():
coyote_timer.start()
vel.x = 0
if not coyote_timer.is_stopped():
jumps_left = max_jump_amount
if wall_jump_mouse_disable_timer.is_stopped() or is_on_wall():
if Input.is_action_pressed(input_left):
acc.x = -max_acceleration
if Input.is_action_pressed(input_right):
acc.x = max_acceleration
else:
if not is_on_wall() and not is_on_floor():
if Input.is_action_pressed(input_left) or Input.is_action_pressed(input_right):
acc.x = last_wall_normal.x * max_acceleration
# Check for ground jumps when we can hold jump
if can_hold_jump:
if Input.is_action_pressed(input_jump):
# Dont use double jump when holding down
if is_on_floor():
jump()
# Check for ground jumps when we cannot hold jump
if not can_hold_jump:
if not jump_buffer_timer.is_stopped() and is_on_floor():
jump()
# Check for jumps in the air
if Input.is_action_just_pressed(input_jump):
holding_jump = true
jump_buffer_timer.start()
# Only jump in the air when press the button down, code above already jumps when we are grounded
if not is_on_floor():
jump()
if Input.is_action_just_released(input_jump):
holding_jump = false
var gravity = default_gravity
if vel.y > 0: # If we are falling
gravity *= falling_gravity_multiplier
if not holding_jump and vel.y < 0: # if we released jump and are still rising
if not jumps_left < max_jump_amount - 1: # Always jump to max height when we are using a double jump
gravity *= release_gravity_multiplier # multiply the gravity so we have a lower jump
if is_on_wall() and vel.y > 0:
acc.y = -gravity/5
vel.y = clamp(vel.y, 0, 500)
else:
acc.y = -gravity
vel.x *= 1 / (1 + (delta * friction))
# Wall jump off wall
if Input.is_action_just_pressed("jump") and is_on_wall() and not is_on_floor():
var zero_collision = get_slide_collision(0)
if zero_collision:
last_wall_normal = zero_collision.normal
vel.x += zero_collision.normal.x * 250
wall_jump_mouse_disable_timer.start()
vel += acc * delta
vel = move_and_slide(vel, Vector2.UP)
func jump():
if jumps_left == max_jump_amount and coyote_timer.is_stopped():
# Your first jump must be used when on the ground
# If you fall off the ground and then jump you will be using you second jump
jumps_left -= 1
if jumps_left > 0:
if jumps_left < max_jump_amount: # If we are double jumping
vel.y = -double_jump_velocity
else:
vel.y = -jump_velocity
jumps_left -= 1
jump_asp.play()
coyote_timer.stop()
func calculate_gravity(p_max_jump_height, p_jump_duration):
# Calculates the desired gravity by looking at our jump height and jump duration
# Formula is from this video https://www.youtube.com/watch?v=hG9SzQxaCm8
return (-2 *p_max_jump_height) / pow(p_jump_duration, 2)
func calculate_jump_velocity(p_max_jump_height, p_jump_duration):
# Calculates the desired jump velocity by lookihg at our jump height and jump duration
return (2 * p_max_jump_height) / (p_jump_duration)
func calculate_jump_velocity2(p_max_jump_height, p_gravity):
# Calculates jump velocity from jump height and gravity
# formula from
# https://sciencing.com/acceleration-velocity-distance-7779124.html#:~:text=in%20every%20step.-,Starting%20from%3A,-v%5E2%3Du
return sqrt(-2 * p_gravity * p_max_jump_height)
func calculate_release_gravity_multiplier(p_jump_velocity, p_min_jump_height, p_gravity):
# Calculates the gravity when the key is released based on the minimum jump height and jump velocity
# Formula is from this website https://sciencing.com/acceleration-velocity-distance-7779124.html
var release_gravity = 0 - pow(p_jump_velocity, 2) / (2 * p_min_jump_height)
return release_gravity / p_gravity
func calculate_friction(time_to_max):
# Formula from https://www.reddit.com/r/gamedev/comments/bdbery/comment/ekxw9g4/?utm_source=share&utm_medium=web2x&context=3
# this friction will hit 90% of max speed after the accel time
return 1 - (2.30259 / time_to_max)
func calculate_speed(p_max_speed, p_friction):
# Formula from https://www.reddit.com/r/gamedev/comments/bdbery/comment/ekxw9g4/?utm_source=share&utm_medium=web2x&context=3
return (p_max_speed / p_friction) - p_max_speed
func set_max_jump_height(value):
max_jump_height = value
default_gravity = calculate_gravity(max_jump_height, jump_duration)
jump_velocity = calculate_jump_velocity(max_jump_height, jump_duration)
double_jump_velocity = calculate_jump_velocity2(double_jump_height, default_gravity)
release_gravity_multiplier = calculate_release_gravity_multiplier(
jump_velocity, min_jump_height, default_gravity)
func set_jump_duration(value):
jump_duration = value
default_gravity = calculate_gravity(max_jump_height, jump_duration)
jump_velocity = calculate_jump_velocity(max_jump_height, jump_duration)
double_jump_velocity = calculate_jump_velocity2(double_jump_height, default_gravity)
release_gravity_multiplier = calculate_release_gravity_multiplier(
jump_velocity, min_jump_height, default_gravity)
func set_min_jump_height(value):
min_jump_height = value
release_gravity_multiplier = calculate_release_gravity_multiplier(
jump_velocity, min_jump_height, default_gravity)
func set_double_jump_height(value):
double_jump_height = value
double_jump_velocity = calculate_jump_velocity2(double_jump_height, default_gravity)

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@ -18,10 +18,16 @@ _global_script_classes=[ {
"class": "Giovanna", "class": "Giovanna",
"language": "GDScript", "language": "GDScript",
"path": "res://Giovanna.gd" "path": "res://Giovanna.gd"
}, {
"base": "KinematicBody2D",
"class": "PlatformerController2D",
"language": "GDScript",
"path": "res://platformer_controller/platformer_controller.gd"
} ] } ]
_global_script_class_icons={ _global_script_class_icons={
"Enemy": "", "Enemy": "",
"Giovanna": "" "Giovanna": "",
"PlatformerController2D": ""
} }
[application] [application]
@ -34,7 +40,6 @@ config/icon="res://icon.png"
window/size/width=480 window/size/width=480
window/size/height=270 window/size/height=270
window/size/resizable=false
window/size/test_width=960 window/size/test_width=960
window/size/test_height=540 window/size/test_height=540
window/stretch/mode="viewport" window/stretch/mode="viewport"