Add combat combo gameplay
This commit is contained in:
@@ -1,23 +1,106 @@
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class_name Player
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extends Character
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signal combo_window_changed(slots: Array)
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signal combo_window_cleared(reason: String)
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signal charge_changed(current: float, maximum: float, ready: bool, active: bool)
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signal energy_changed(current: int, maximum: int)
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signal health_changed(current: int, maximum: int)
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signal skill_requested(skill_id: String)
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@export var combo_clear_display_time := 0.35
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@export var charge_duration := 1.1
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@export var max_health := 100
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@export var current_health := 100
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@export var max_energy := 10
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@export var current_energy := 0
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var combo_window := ComboWindow.new()
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var last_requested_skill_id := ""
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var current_skill_animation := ""
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var combo_clear_timer: Timer
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var charge_value := 0.0
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var charge_ready := false
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var charge_active := false
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var _pending_combo_clear_reason := ""
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var _charge_effect_time := 0.0
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var _charge_hold_symbol := ""
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var _charge_hold_direction := Vector2.ZERO
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func _ready() -> void:
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combo_clear_timer = Timer.new()
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combo_clear_timer.one_shot = true
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combo_clear_timer.wait_time = combo_clear_display_time
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combo_clear_timer.timeout.connect(flush_pending_combo_clear)
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add_child(combo_clear_timer)
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combo_window.window_cleared.connect(_on_combo_window_cleared)
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_emit_combo_window_changed()
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_emit_charge_changed()
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_emit_health_changed()
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_emit_energy_changed()
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func _process(delta: float) -> void:
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_update_charge(delta)
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func _input(event: InputEvent) -> void:
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if _handle_combo_key_event(event):
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_mark_input_handled()
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func _unhandled_input(event: InputEvent) -> void:
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if _handle_combo_key_event(event):
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_mark_input_handled()
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func _handle_combo_key_event(event: InputEvent) -> bool:
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var key_event := event as InputEventKey
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if key_event == null or key_event.echo:
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return false
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if not key_event.pressed:
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if _event_matches_key(key_event, KEY_A):
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_finish_charge_hold("A")
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return true
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elif _event_matches_key(key_event, KEY_D):
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_finish_charge_hold("D")
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return true
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return false
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if _event_matches_key(key_event, KEY_W):
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_submit_combo_input_from_event("W")
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return true
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elif _event_matches_key(key_event, KEY_A):
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heading = Vector2.LEFT
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var skill_id := _submit_combo_input_from_event("A")
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if skill_id == "skill_a":
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_begin_charge_hold("A", Vector2.LEFT)
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return true
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elif _event_matches_key(key_event, KEY_D):
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heading = Vector2.RIGHT
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var skill_id := _submit_combo_input_from_event("D")
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if skill_id == "skill_d":
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_begin_charge_hold("D", Vector2.RIGHT)
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return true
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elif _event_matches_key(key_event, KEY_S):
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_submit_combo_input_from_event("S")
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return true
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elif _event_matches_key(key_event, KEY_SPACE):
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_submit_combo_input_from_event("SP")
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return true
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return false
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func handle_input() -> void:
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if Input.is_action_just_pressed("ui_left"):
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judge_rhythm_action("left")
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if can_attack():
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start_directional_attack(Vector2.LEFT)
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return
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if Input.is_action_just_pressed("ui_right"):
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judge_rhythm_action("right")
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if can_attack():
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start_directional_attack(Vector2.RIGHT)
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if charge_active:
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velocity = Vector2.ZERO
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return
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_apply_horizontal_movement()
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if Input.is_action_just_pressed("jump"):
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judge_rhythm_action("jump")
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if can_jump():
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start_jump()
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if state == State.IDLE or state == State.WALK:
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velocity.x = 0.0
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func set_heading() -> void:
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if velocity.x > 0.0:
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@@ -25,7 +108,407 @@ func set_heading() -> void:
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elif velocity.x < 0.0:
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heading = Vector2.LEFT
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func judge_rhythm_action(action_name: String) -> void:
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func get_combo_slots() -> Array[String]:
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return combo_window.get_slots()
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func get_energy() -> int:
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return current_energy
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func get_max_energy() -> int:
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return max_energy
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func get_health() -> int:
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return current_health
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func get_max_health() -> int:
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return max_health
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func get_charge() -> float:
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return charge_value
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func get_max_charge() -> float:
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return charge_duration
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func is_charge_active() -> bool:
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return charge_active
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func is_charge_ready() -> bool:
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return charge_ready
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func submit_combo_input(symbol: String, forced_rating := "") -> String:
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match symbol:
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"W":
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return _record_combo_symbol("W", "w", forced_rating)
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"A":
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return _record_combo_symbol("A", "a", forced_rating)
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"D":
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return _record_combo_symbol("D", "d", forced_rating)
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"S":
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return _record_combo_symbol("S", "s", forced_rating)
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"SP":
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return _record_combo_symbol("SP", "space", forced_rating)
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return ""
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func _record_combo_symbol(symbol: String, rhythm_action: String, forced_rating := "") -> String:
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var rating := _rating_or_forced(judge_rhythm_action(rhythm_action), forced_rating)
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_apply_energy_reward(str(rating.get("label", "perfect")))
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if not _record_rated_combo_input(symbol, rating):
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if symbol == "A" or symbol == "D":
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_cancel_missed_direction_action()
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return ""
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var resolved := InputResolver.resolve(combo_window)
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if resolved.is_empty() and _pending_combo_clear_reason == "full":
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resolved = _resolve_full_window_fallback(symbol)
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if not resolved.is_empty():
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if not _execute_combo_skill(resolved):
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return ""
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if symbol == "SP" and not _is_projectile_space_chain() and _pending_combo_clear_reason.is_empty():
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_schedule_combo_clear("space")
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return last_requested_skill_id if not resolved.is_empty() else ""
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func _submit_combo_input_from_event(symbol: String) -> String:
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return submit_combo_input(symbol)
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func _event_matches_key(event: InputEventKey, key: Key) -> bool:
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return event.physical_keycode == key or event.keycode == key
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func _event_matches_any_key(event: InputEventKey, keys: Array[Key]) -> bool:
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for key: Key in keys:
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if _event_matches_key(event, key):
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return true
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return false
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func _mark_input_handled() -> void:
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var viewport := get_viewport()
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if viewport != null:
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viewport.set_input_as_handled()
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func _record_combo_direction(symbol: String, direction: Vector2, rhythm_action: String, forced_rating := "") -> void:
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heading = direction
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var rating := _rating_or_forced(judge_rhythm_action(rhythm_action), forced_rating)
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_record_rated_combo_input(symbol, rating)
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if state == State.IDLE or state == State.WALK:
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velocity.x = 0.0
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func _record_rated_combo_input(symbol: String, rating: Dictionary) -> bool:
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if str(rating.get("label", "perfect")) == "miss":
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_record_combo_input("Ø")
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return false
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_record_combo_input(symbol)
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return true
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func _record_combo_input(symbol: String) -> void:
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if combo_window.has_pending_clear() or not _pending_combo_clear_reason.is_empty():
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if _pending_combo_clear_reason.begins_with("skill:") and not combo_window.has_pending_clear():
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_cancel_pending_combo_clear()
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else:
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flush_pending_combo_clear()
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combo_window.record(symbol)
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_emit_combo_window_changed()
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var reason := combo_window.consume_pending_clear_reason()
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if not reason.is_empty():
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_schedule_combo_clear(reason)
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func _rating_or_forced(rating: Dictionary, forced_rating: String) -> Dictionary:
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if forced_rating.is_empty():
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return rating
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var forced := rating.duplicate()
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forced["label"] = forced_rating
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return forced
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func _execute_combo_skill(skill: Dictionary) -> bool:
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if not _spend_skill_energy(skill):
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return false
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last_requested_skill_id = str(skill.get("id", ""))
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current_skill_animation = str(skill.get("animation", "warrior_idle"))
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skill_requested.emit(last_requested_skill_id)
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judge_rhythm_action(last_requested_skill_id)
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_play_skill_animation(current_skill_animation, _skill_displacement_direction(skill))
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if bool(skill.get("projectile", false)):
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_fire_projectile()
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_emit_combo_window_changed()
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if bool(skill.get("clear_window", false)):
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_schedule_combo_clear("skill:%s" % last_requested_skill_id)
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return true
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func _play_skill_animation(animation_name: String, displacement_direction := Vector2.ZERO) -> void:
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var player_animation := _get_animation_player()
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anim_map[State.ATTACK] = animation_name
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state = State.ATTACK
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attack_time_left = _animation_length(animation_name)
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if displacement_direction == Vector2.ZERO:
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attack_lunge_time_left = 0.0
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velocity = Vector2.ZERO
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else:
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heading = displacement_direction
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attack_lunge_time_left = attack_lunge_duration
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velocity = Vector2(displacement_direction.x * attack_lunge_speed, 0.0)
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if player_animation != null and player_animation.has_animation(animation_name):
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player_animation.play(animation_name)
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func _skill_displacement_direction(skill: Dictionary) -> Vector2:
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match str(skill.get("displacement", "")):
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"left":
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return Vector2.LEFT
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"right":
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return Vector2.RIGHT
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return Vector2.ZERO
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func _apply_energy_reward(rating_label: String) -> void:
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match rating_label:
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"perfect":
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_change_energy(2)
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"good":
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_change_energy(1)
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func _spend_skill_energy(skill: Dictionary) -> bool:
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var energy_cost := int(skill.get("energy_cost", 0))
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if energy_cost <= 0:
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return true
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if current_energy < energy_cost:
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return false
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_change_energy(-energy_cost)
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return true
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func _change_energy(delta: int) -> void:
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var next_energy := clampi(current_energy + delta, 0, max_energy)
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if next_energy == current_energy:
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return
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current_energy = next_energy
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_emit_energy_changed()
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func _begin_charge_hold(symbol: String, direction: Vector2) -> void:
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_charge_hold_symbol = symbol
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_charge_hold_direction = direction
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func _finish_charge_hold(symbol: String) -> void:
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if _charge_hold_symbol != symbol:
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return
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var release_ready := charge_active and charge_ready
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var release_direction := _charge_hold_direction
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var release_skill := "skill_a_charge_release" if symbol == "A" else "skill_d_charge_release"
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_cancel_charge()
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if release_ready:
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_execute_charge_release(release_skill, release_direction)
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func _update_charge(delta: float) -> void:
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if _charge_hold_symbol.is_empty():
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return
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if not charge_active:
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if state != State.IDLE:
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return
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_start_charge()
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if not charge_active:
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return
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state = State.IDLE
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attack_time_left = 0.0
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attack_lunge_time_left = 0.0
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velocity = Vector2.ZERO
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var player_animation := _get_animation_player()
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if player_animation != null and player_animation.has_animation("warrior_idle") and player_animation.current_animation != "warrior_idle":
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player_animation.play("warrior_idle")
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charge_value = minf(charge_duration, charge_value + delta)
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charge_ready = charge_value >= charge_duration
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_update_charge_effect(delta)
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_emit_charge_changed()
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func _start_charge() -> void:
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charge_active = true
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charge_value = 0.0
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charge_ready = false
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_charge_effect_time = 0.0
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_update_charge_effect(0.0)
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_emit_charge_changed()
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func _cancel_charge() -> void:
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_charge_hold_symbol = ""
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_charge_hold_direction = Vector2.ZERO
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charge_active = false
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charge_value = 0.0
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charge_ready = false
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_set_charge_effect_visible(false)
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_emit_charge_changed()
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func _execute_charge_release(skill_id: String, direction: Vector2) -> void:
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last_requested_skill_id = skill_id
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current_skill_animation = "warrior_charge_release"
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skill_requested.emit(last_requested_skill_id)
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_play_skill_animation(current_skill_animation, direction)
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func _update_charge_effect(delta: float) -> void:
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var sprite := _get_charge_effect_sprite()
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if sprite == null:
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return
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sprite.visible = charge_active
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if not charge_active:
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return
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_charge_effect_time += delta
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sprite.frame = int(_charge_effect_time * 12.0) % 5
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func _set_charge_effect_visible(is_visible: bool) -> void:
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var sprite := _get_charge_effect_sprite()
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if sprite != null:
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sprite.visible = is_visible
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func _get_charge_effect_sprite() -> Sprite2D:
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if has_node("ChargeEffectSprite"):
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return get_node("ChargeEffectSprite") as Sprite2D
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return null
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func _resolve_full_window_fallback(symbol: String) -> Dictionary:
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if symbol != "A" and symbol != "D":
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return {}
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return InputResolver.resolve_pattern(symbol)
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func _cancel_missed_direction_action() -> void:
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velocity = Vector2.ZERO
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attack_lunge_time_left = 0.0
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attack_time_left = 0.0
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state = State.IDLE
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anim_map[State.ATTACK] = "warrior_a"
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var player_animation := _get_animation_player()
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if player_animation != null and player_animation.has_animation("warrior_idle"):
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player_animation.play("warrior_idle")
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func _is_projectile_space_chain() -> bool:
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var pattern := combo_window.get_contiguous_pattern()
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return pattern == "SSP" or pattern == "SSPSP" or pattern == "SSPSPSP"
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func _apply_horizontal_movement() -> void:
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if charge_active:
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velocity.x = 0.0
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return
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if state != State.IDLE and state != State.WALK:
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return
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var direction := 0.0
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if Input.is_action_pressed("player_a"):
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direction -= 1.0
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if Input.is_action_pressed("player_d"):
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direction += 1.0
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if direction < 0.0:
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heading = Vector2.LEFT
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elif direction > 0.0:
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heading = Vector2.RIGHT
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velocity.x = direction * speed
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func _animation_length(animation_name: String) -> float:
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var player_animation := _get_animation_player()
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if player_animation != null and player_animation.has_animation(animation_name):
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return maxf(0.1, player_animation.get_animation(animation_name).length)
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return attack_duration
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func _get_animation_player() -> AnimationPlayer:
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if animation_player == null and has_node("AnimationPlayer"):
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animation_player = get_node("AnimationPlayer") as AnimationPlayer
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return animation_player
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func _fire_projectile() -> void:
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var projectile := PlayerProjectile.new()
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projectile.direction = heading
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projectile.global_position = global_position + Vector2(heading.x * 36.0, -30.0)
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var parent := get_parent()
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if parent != null:
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parent.add_child(projectile)
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else:
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add_child(projectile)
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projectile.add_to_group("player_projectiles")
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func _cancel_pending_combo_clear() -> void:
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_pending_combo_clear_reason = ""
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if combo_clear_timer != null:
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combo_clear_timer.stop()
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func _schedule_combo_clear(reason: String) -> void:
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_pending_combo_clear_reason = reason
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if combo_clear_timer == null:
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return
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combo_clear_timer.stop()
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combo_clear_timer.wait_time = combo_clear_display_time
|
||||
combo_clear_timer.start()
|
||||
|
||||
|
||||
func flush_pending_combo_clear() -> void:
|
||||
var reason := _pending_combo_clear_reason
|
||||
if reason.is_empty():
|
||||
reason = combo_window.consume_pending_clear_reason()
|
||||
else:
|
||||
combo_window.consume_pending_clear_reason()
|
||||
if reason.is_empty():
|
||||
return
|
||||
_pending_combo_clear_reason = ""
|
||||
if combo_clear_timer != null:
|
||||
combo_clear_timer.stop()
|
||||
combo_window.clear(reason)
|
||||
|
||||
|
||||
func _on_combo_window_cleared(reason: String) -> void:
|
||||
combo_window_cleared.emit(reason)
|
||||
_emit_combo_window_changed()
|
||||
|
||||
|
||||
func _emit_combo_window_changed() -> void:
|
||||
combo_window_changed.emit(combo_window.get_slots())
|
||||
|
||||
|
||||
func _emit_charge_changed() -> void:
|
||||
charge_changed.emit(charge_value, charge_duration, charge_ready, charge_active)
|
||||
|
||||
|
||||
func _emit_energy_changed() -> void:
|
||||
energy_changed.emit(current_energy, max_energy)
|
||||
|
||||
|
||||
func _emit_health_changed() -> void:
|
||||
health_changed.emit(current_health, max_health)
|
||||
|
||||
|
||||
func judge_rhythm_action(action_name: String) -> Dictionary:
|
||||
if not is_inside_tree():
|
||||
return {"label": "perfect"}
|
||||
var conductor: Node = get_tree().get_first_node_in_group("rhythm_conductor")
|
||||
if conductor != null and conductor.has_method("judge_action"):
|
||||
conductor.call("judge_action", action_name)
|
||||
return conductor.call("judge_action", action_name) as Dictionary
|
||||
return {"label": "perfect"}
|
||||
|
||||
Reference in New Issue
Block a user