Files
godot-demo-projects/2d/platformer/player/player.gd
2025-10-11 05:03:59 -07:00

90 lines
2.6 KiB
GDScript

class_name Player
extends CharacterBody2D
@warning_ignore("unused_signal")
signal coin_collected()
const WALK_SPEED = 300.0
const ACCELERATION_SPEED = WALK_SPEED * 6.0
const JUMP_VELOCITY = -725.0
## Maximum speed at which the player can fall.
const TERMINAL_VELOCITY = 700
## The player listens for input actions appended with this suffix.[br]
## Used to separate controls for multiple players in splitscreen.
@export var action_suffix: String = ""
var gravity: int = ProjectSettings.get(&"physics/2d/default_gravity")
@onready var platform_detector := $PlatformDetector as RayCast2D
@onready var animation_player := $AnimationPlayer as AnimationPlayer
@onready var shoot_timer := $ShootAnimation as Timer
@onready var sprite := $Sprite2D as Sprite2D
@onready var jump_sound := $Jump as AudioStreamPlayer2D
@onready var gun: Gun = sprite.get_node(^"Gun")
@onready var camera := $Camera as Camera2D
var _double_jump_charged: bool = false
func _physics_process(delta: float) -> void:
if is_on_floor():
_double_jump_charged = true
if Input.is_action_just_pressed("jump" + action_suffix):
try_jump()
elif Input.is_action_just_released("jump" + action_suffix) and velocity.y < 0.0:
# The player let go of jump early, reduce vertical momentum.
velocity.y *= 0.6
# Fall.
velocity.y = minf(TERMINAL_VELOCITY, velocity.y + gravity * delta)
var direction := Input.get_axis("move_left" + action_suffix, "move_right" + action_suffix) * WALK_SPEED
velocity.x = move_toward(velocity.x, direction, ACCELERATION_SPEED * delta)
if not is_zero_approx(velocity.x):
if velocity.x > 0.0:
sprite.scale.x = 1.0
else:
sprite.scale.x = -1.0
floor_stop_on_slope = not platform_detector.is_colliding()
move_and_slide()
var is_shooting: bool = false
if Input.is_action_just_pressed("shoot" + action_suffix):
is_shooting = gun.shoot(sprite.scale.x)
var animation := get_new_animation(is_shooting)
if animation != animation_player.current_animation and shoot_timer.is_stopped():
if is_shooting:
shoot_timer.start()
animation_player.play(animation)
func get_new_animation(is_shooting: bool = false) -> String:
var animation_new: String
if is_on_floor():
if absf(velocity.x) > 0.1:
animation_new = "run"
else:
animation_new = "idle"
else:
if velocity.y > 0.0:
animation_new = "falling"
else:
animation_new = "jumping"
if is_shooting:
animation_new += "_weapon"
return animation_new
func try_jump() -> void:
if is_on_floor():
jump_sound.pitch_scale = 1.0
elif _double_jump_charged:
_double_jump_charged = false
velocity.x *= 2.5
jump_sound.pitch_scale = 1.5
else:
return
velocity.y = JUMP_VELOCITY
jump_sound.play()