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Player.gd
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extends KinematicBody2D
# Script by Veevoy
const GRAVITY = 15
const MAX_SPEED = 150
const ACCELERATION = 500
const JUMP_IMPULSE = -250
const FRICTION = 2000
var input_vector = Vector2()
var velocity = Vector2()
onready var my_sprite = $AnimatedSprite
onready var my_collision = $CollisionShape2D
onready var coy_timer = $CoyoteTimer
onready var pre_timer = $PreemptiveTimer
onready var sesame_spawn = $SesameSpawn
onready var french_laser_spawn = $FrenchLaserSpawn
onready var baguette = $Baguette
onready var baguette_collision = $Baguette/CollisionShape2D
onready var hurtbox = $Hurtbox
onready var sfx_swing = $Swing
onready var sfx_sesame = $SesameUpgrade
onready var sfx_french = $FrenchUpgrade
onready var sfx_hit = $Hit
onready var sfx_death = $Death
const Sesame = preload("res://Sesame.tscn")
const Dynamite = preload("res://Dynamite.tscn")
const FrenchLaser = preload("res://FrenchLaser.tscn")
enum Weapon {
TRADITION,
SESAME,
FRENCH
}
enum DynamiteType {
NONE,
SINGLE,
FRENCH
}
enum Side {
LEFT,
RIGHT
}
var side = Side.RIGHT
var weapon = Weapon.TRADITION
var dynamite_type = DynamiteType.NONE
var attacking = false
var dynamite_thrown = false
func check_jump(impulse, prev_velocity):
if Input.is_action_just_pressed("jump"): # or is_on_wall() to add wall jumps
pre_timer.start()
if (not coy_timer.is_stopped()) and (not pre_timer.is_stopped()):
pre_timer.stop()
coy_timer.stop()
return impulse
return prev_velocity
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
if is_on_floor():
coy_timer.start()
velocity.y += GRAVITY
velocity.y = check_jump(JUMP_IMPULSE, velocity.y)
input_vector.x = Input.get_action_strength("right") - Input.get_action_strength("left")
input_vector.y = Input.get_action_strength("down") - Input.get_action_strength("up")
input_vector.normalized()
if input_vector != Vector2.ZERO:
velocity.x = move_toward(velocity.x, input_vector.x * MAX_SPEED, ACCELERATION * delta)
if input_vector.x > 0:
turn(Side.RIGHT)
elif input_vector.x < 0:
turn(Side.LEFT)
if not attacking:
set_animation("Walk")
else:
velocity.x = move_toward(velocity.x, 0, FRICTION * delta)
if velocity.x == 0 and not attacking:
set_animation("Idle")
velocity = move_and_slide(velocity, Vector2.UP)
func set_animation(name):
match weapon:
Weapon.TRADITION:
my_sprite.play("Tradition"+name)
Weapon.SESAME:
my_sprite.play("Sesame"+name)
Weapon.FRENCH:
my_sprite.play("French"+name)
func turn(new_side):
if side != new_side:
my_sprite.scale.x = -my_sprite.scale.x
baguette.position.x = -baguette.position.x
hurtbox.position.x = -hurtbox.position.x
my_collision.position.x = -my_collision.position.x
sesame_spawn.position.x = -sesame_spawn.position.x
french_laser_spawn.position.x = -french_laser_spawn.position.x
side = new_side
match side:
Side.LEFT:
position.x -= 7
Side.RIGHT:
position.x += 7
func _unhandled_input(event):
if event.is_action_pressed("attack"):
set_animation("Attack")
baguette_collision.disabled = false
if not attacking:
sfx_swing.play()
if weapon == Weapon.SESAME or weapon == Weapon.FRENCH:
var sesame = Sesame.instance()
var dirv = Vector2.ZERO
if Input.is_action_pressed("down"):
dirv = Vector2(1,-1) if side == Side.RIGHT else Vector2(-1, -1)
else:
dirv = Vector2(0.25,-1) if side == Side.RIGHT else Vector2(-0.25, -1)
sesame.config(sesame_spawn.global_position, dirv.normalized() * 400)
get_parent().add_child(sesame)
if weapon == Weapon.FRENCH:
var french_laser = FrenchLaser.instance()
var dirv = Vector2(1, 0) if side == Side.RIGHT else Vector2(-1, 0)
french_laser.config(french_laser_spawn.global_position, dirv.normalized() * 400)
get_parent().add_child(french_laser)
attacking = true
if event.is_action_pressed("test"):
weapon = Weapon.SESAME
set_animation("Idle")
if event.is_action_pressed("dynamite") and dynamite_type != DynamiteType.NONE and not dynamite_thrown:
dynamite_thrown = true
var dynamite = Dynamite.instance()
match dynamite_type:
DynamiteType.SINGLE:
dynamite.call_deferred("set_type", "single")
DynamiteType.FRENCH:
dynamite.call_deferred("set_type", "french")
dynamite.global_position = global_position
dynamite.connect("exploded", self, "_on_Dynamite_exploded")
get_parent().add_child(dynamite)
func _on_AnimatedSprite_animation_finished():
if attacking:
set_animation("Idle")
baguette_collision.disabled = true
attacking = false
func _on_Hurtbox_area_entered(area):
if "damage" in area and area.damage > 0:
sfx_hit.play()
Global.hp = Global.hp - area.damage
if Global.hp <= 0:
Global.win = false
Global.finished = true
queue_free()
func _on_Dynamite_exploded():
dynamite_thrown = false
func loot(type_of_upgrade):
match type_of_upgrade:
"baguette_sesame":
weapon = Weapon.SESAME
set_animation("Idle")
sfx_sesame.play()
"baguette_french":
weapon = Weapon.FRENCH
baguette.damage = 3
set_animation("Idle")
sfx_french.play()
"dynamite_single":
dynamite_type = DynamiteType.SINGLE
"dynamite_french":
dynamite_type = DynamiteType.FRENCH