mirror of
https://github.com/Steffo99/watermelonkeys-patched-ld51.git
synced 2024-11-21 23:54:19 +00:00
277 lines
8.5 KiB
GDScript
277 lines
8.5 KiB
GDScript
extends KinematicBody2D
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signal level_day
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signal level_night
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class_name Giovanna
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# Set these to the name of your action (in the Input Map)
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export var input_left : String = "left"
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export var input_right : String = "right"
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export var input_jump : String = "jump"
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# The max jump height in pixels (holding jump)
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export var max_jump_height = 64 setget set_max_jump_height
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# The minimum jump height (tapping jump)
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export var min_jump_height = 40 setget set_min_jump_height
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# The height of your jump in the air
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export var double_jump_height = 100 setget set_double_jump_height
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# How long it takes to get to the peak of the jump in seconds
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export var jump_duration = 0.3 setget set_jump_duration
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# Multiplies the gravity by this while falling
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export var falling_gravity_multiplier = 1.3
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# Set to 2 for double jump
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export var max_jump_amount = 1
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export var max_acceleration = 1500
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export var friction = 8
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export var can_hold_jump : bool = false
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# You can still jump this many seconds after falling off a ledge
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export var coyote_time : float = 0.1
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# Only neccessary when can_hold_jump is off
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# Pressing jump this many seconds before hitting the ground will still make you jump
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export var jump_buffer : float = 0.1
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# Nodes
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onready var jump_asp = $Jump_AudioStreamPlayer
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onready var walljump_area2d = $WallJump_Area2D
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onready var camera: Camera2D = $Camera2D
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onready var bg: Node2D = $BG
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# not used
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var max_speed = 100
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var acceleration_time = 10
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# These will be calcualted automatically
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var default_gravity : float
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var jump_velocity : float
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var double_jump_velocity : float
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# Multiplies the gravity by this when we release jump
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var release_gravity_multiplier : float
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var jumps_left : int
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var holding_jump := false
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var vel = Vector2()
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var acc = Vector2()
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onready var coyote_timer = Timer.new()
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onready var jump_buffer_timer = Timer.new()
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onready var wall_jump_mouse_disable_timer = Timer.new()
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var last_wall_normal: Vector2 = Vector2.ZERO
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func _init():
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default_gravity = calculate_gravity(max_jump_height, jump_duration)
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jump_velocity = calculate_jump_velocity(max_jump_height, jump_duration)
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double_jump_velocity = calculate_jump_velocity2(double_jump_height, default_gravity)
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release_gravity_multiplier = calculate_release_gravity_multiplier(
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jump_velocity, min_jump_height, default_gravity)
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func _ready():
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owner.set_meta("player", self)
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if owner.has_signal("day"):
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owner.connect("day", self, "_on_day")
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if owner.has_signal("night"):
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owner.connect("night", self, "_on_night")
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add_child(coyote_timer)
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coyote_timer.wait_time = coyote_time
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coyote_timer.one_shot = true
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add_child(jump_buffer_timer)
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jump_buffer_timer.wait_time = jump_buffer
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jump_buffer_timer.one_shot = true
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add_child(wall_jump_mouse_disable_timer)
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wall_jump_mouse_disable_timer.wait_time = 0.1
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wall_jump_mouse_disable_timer.one_shot = true
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owner.set_meta("player", self)
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func _on_day():
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emit_signal("level_day")
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func _on_night():
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emit_signal("level_night")
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func _physics_process(delta):
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acc.x = 0
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if Input.is_action_pressed("right"):
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$AnimatedSprite.play("walk")
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$AnimatedSprite.flip_h = true
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elif Input.is_action_pressed("left"):
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$AnimatedSprite.play("walk")
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$AnimatedSprite.flip_h = false
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else:
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$AnimatedSprite.play("idle")
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if not is_on_floor():
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$AnimatedSprite.play("air")
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if is_on_floor():
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coyote_timer.start()
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if is_on_wall():
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coyote_timer.start()
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vel.x = 0
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if not coyote_timer.is_stopped():
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jumps_left = max_jump_amount
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if wall_jump_mouse_disable_timer.is_stopped() or is_on_wall():
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if Input.is_action_pressed(input_left):
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acc.x = -max_acceleration
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if Input.is_action_pressed(input_right):
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acc.x = max_acceleration
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else:
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if not is_on_wall() and not is_on_floor():
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if Input.is_action_pressed(input_left) or Input.is_action_pressed(input_right):
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acc.x = last_wall_normal.x * max_acceleration
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# Check for ground jumps when we can hold jump
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if can_hold_jump:
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if Input.is_action_pressed(input_jump):
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# Dont use double jump when holding down
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if is_on_floor():
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jump()
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# Check for ground jumps when we cannot hold jump
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if not can_hold_jump:
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if not jump_buffer_timer.is_stopped() and is_on_floor():
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jump()
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# Check for jumps in the air
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if Input.is_action_just_pressed(input_jump):
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holding_jump = true
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jump_buffer_timer.start()
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# Only jump in the air when press the button down, code above already jumps when we are grounded
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if not is_on_floor():
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jump()
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if Input.is_action_just_released(input_jump):
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holding_jump = false
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var gravity = default_gravity
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if vel.y > 0: # If we are falling
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gravity *= falling_gravity_multiplier
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if not holding_jump and vel.y < 0: # if we released jump and are still rising
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if not jumps_left < max_jump_amount - 1: # Always jump to max height when we are using a double jump
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gravity *= release_gravity_multiplier # multiply the gravity so we have a lower jump
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if is_on_wall() and vel.y > 0:
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acc.y = -gravity/5
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vel.y = clamp(vel.y, 0, 500)
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else:
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acc.y = -gravity
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vel.x *= 1 / (1 + (delta * friction))
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# Wall jump off wall
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if Input.is_action_just_pressed("jump") and is_on_wall() and not is_on_floor():
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var zero_collision = get_slide_collision(0)
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if zero_collision:
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last_wall_normal = zero_collision.normal
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vel.x += zero_collision.normal.x * 250
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wall_jump_mouse_disable_timer.start()
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vel += acc * delta
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vel = move_and_slide(vel, Vector2.UP)
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func jump():
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if jumps_left == max_jump_amount and coyote_timer.is_stopped():
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# Your first jump must be used when on the ground
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# If you fall off the ground and then jump you will be using you second jump
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jumps_left -= 1
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if jumps_left > 0:
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if jumps_left < max_jump_amount: # If we are double jumping
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vel.y = -double_jump_velocity
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else:
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vel.y = -jump_velocity
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jumps_left -= 1
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jump_asp.play()
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coyote_timer.stop()
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func calculate_gravity(p_max_jump_height, p_jump_duration):
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# Calculates the desired gravity by looking at our jump height and jump duration
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# Formula is from this video https://www.youtube.com/watch?v=hG9SzQxaCm8
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return (-2 *p_max_jump_height) / pow(p_jump_duration, 2)
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func calculate_jump_velocity(p_max_jump_height, p_jump_duration):
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# Calculates the desired jump velocity by lookihg at our jump height and jump duration
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return (2 * p_max_jump_height) / (p_jump_duration)
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func calculate_jump_velocity2(p_max_jump_height, p_gravity):
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# Calculates jump velocity from jump height and gravity
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# formula from
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# https://sciencing.com/acceleration-velocity-distance-7779124.html#:~:text=in%20every%20step.-,Starting%20from%3A,-v%5E2%3Du
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return sqrt(-2 * p_gravity * p_max_jump_height)
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func calculate_release_gravity_multiplier(p_jump_velocity, p_min_jump_height, p_gravity):
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# Calculates the gravity when the key is released based on the minimum jump height and jump velocity
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# Formula is from this website https://sciencing.com/acceleration-velocity-distance-7779124.html
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var release_gravity = 0 - pow(p_jump_velocity, 2) / (2 * p_min_jump_height)
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return release_gravity / p_gravity
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func calculate_friction(time_to_max):
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# Formula from https://www.reddit.com/r/gamedev/comments/bdbery/comment/ekxw9g4/?utm_source=share&utm_medium=web2x&context=3
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# this friction will hit 90% of max speed after the accel time
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return 1 - (2.30259 / time_to_max)
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func calculate_speed(p_max_speed, p_friction):
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# Formula from https://www.reddit.com/r/gamedev/comments/bdbery/comment/ekxw9g4/?utm_source=share&utm_medium=web2x&context=3
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return (p_max_speed / p_friction) - p_max_speed
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func set_max_jump_height(value):
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max_jump_height = value
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default_gravity = calculate_gravity(max_jump_height, jump_duration)
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jump_velocity = calculate_jump_velocity(max_jump_height, jump_duration)
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double_jump_velocity = calculate_jump_velocity2(double_jump_height, default_gravity)
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release_gravity_multiplier = calculate_release_gravity_multiplier(
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jump_velocity, min_jump_height, default_gravity)
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func set_jump_duration(value):
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jump_duration = value
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default_gravity = calculate_gravity(max_jump_height, jump_duration)
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jump_velocity = calculate_jump_velocity(max_jump_height, jump_duration)
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double_jump_velocity = calculate_jump_velocity2(double_jump_height, default_gravity)
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release_gravity_multiplier = calculate_release_gravity_multiplier(
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jump_velocity, min_jump_height, default_gravity)
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func set_min_jump_height(value):
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min_jump_height = value
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release_gravity_multiplier = calculate_release_gravity_multiplier(
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jump_velocity, min_jump_height, default_gravity)
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func set_double_jump_height(value):
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double_jump_height = value
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double_jump_velocity = calculate_jump_velocity2(double_jump_height, default_gravity)
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