mirror of
https://github.com/Steffo99/watermelonkeys-patched-ld51.git
synced 2024-11-24 08:54:24 +00:00
277 lines
8.5 KiB
GDScript
277 lines
8.5 KiB
GDScript
extends KinematicBody2D
|
|
|
|
signal level_day
|
|
signal level_night
|
|
|
|
class_name Giovanna
|
|
|
|
# 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():
|
|
owner.set_meta("player", self)
|
|
|
|
if owner.has_signal("day"):
|
|
owner.connect("day", self, "_on_day")
|
|
if owner.has_signal("night"):
|
|
owner.connect("night", self, "_on_night")
|
|
|
|
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 _on_day():
|
|
emit_signal("level_day")
|
|
|
|
func _on_night():
|
|
emit_signal("level_night")
|
|
|
|
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)
|
|
|
|
|