Files
Fighting_Rthythm_game/scenes/characters/character.gd
2026-07-02 05:11:24 -07:00

134 lines
3.6 KiB
GDScript

class_name Character
extends CharacterBody2D
const GRAVITY := 1200.0
@export var speed := 180.0
@export var jump_intensity := 304.056
@export var attack_duration := 0.4
@export var attack_lunge_duration := 0.18
@export var attack_lunge_speed := 220.0
@export var air_attack_duration := 0.45
@export var air_attack_lunge_duration := 0.22
@export var air_attack_lunge_speed := 260.0
@onready var animation_player: AnimationPlayer = $AnimationPlayer
@onready var character_sprite: Sprite2D = $CharacterSprite
enum State { IDLE, WALK, JUMP, LAND, ATTACK, AIR_ATTACK }
var anim_map := {
State.IDLE: "warrior_idle",
State.WALK: "warrior_idle",
State.JUMP: "warrior_w",
State.LAND: "warrior_idle",
State.ATTACK: "warrior_a",
State.AIR_ATTACK: "warrior_a",
}
var attack_direction := Vector2.RIGHT
var attack_lunge_time_left := 0.0
var attack_time_left := 0.0
var heading := Vector2.RIGHT
var height := 0.0
var height_speed := 0.0
var state := State.IDLE
func _physics_process(delta: float) -> void:
handle_input()
handle_air_time(delta)
handle_attack_time(delta)
handle_movement()
handle_animations()
set_sprite_height_position()
set_heading()
flip_sprites()
move_and_slide()
func handle_input() -> void:
pass
func handle_air_time(delta: float) -> void:
if state != State.JUMP:
return
height += height_speed * delta
if height <= 0.0 and height_speed < 0.0:
height = 0.0
height_speed = 0.0
state = State.LAND
else:
height_speed -= GRAVITY * delta
func handle_attack_time(delta: float) -> void:
if state != State.ATTACK and state != State.AIR_ATTACK:
return
velocity.y = 0.0
attack_time_left -= delta
if attack_time_left <= 0.0:
state = State.IDLE
velocity = Vector2.ZERO
return
attack_lunge_time_left -= delta
if attack_lunge_time_left <= 0.0:
velocity.x = 0.0
func handle_movement() -> void:
if state == State.JUMP or state == State.ATTACK or state == State.AIR_ATTACK:
return
if absf(velocity.x) > 0.0:
state = State.WALK
else:
state = State.IDLE
if state == State.LAND:
state = State.IDLE
func handle_animations() -> void:
var animation_name: String = anim_map[state]
if animation_player.has_animation(animation_name) and animation_player.current_animation != animation_name:
animation_player.play(animation_name)
func set_sprite_height_position() -> void:
character_sprite.position = Vector2.UP * height
func set_heading() -> void:
pass
func flip_sprites() -> void:
character_sprite.flip_h = heading == Vector2.LEFT
func can_jump() -> bool:
return state == State.IDLE or state == State.WALK
func can_attack() -> bool:
return state == State.IDLE or state == State.WALK
func can_air_attack() -> bool:
return state == State.IDLE or state == State.WALK
func start_jump() -> void:
state = State.JUMP
height_speed = jump_intensity
func start_attack() -> void:
start_directional_attack(heading)
func start_directional_attack(direction: Vector2) -> void:
var attack_x := -1.0 if direction.x < 0.0 else 1.0
attack_direction = Vector2(attack_x, 0.0)
heading = Vector2.RIGHT if attack_x > 0.0 else Vector2.LEFT
state = State.ATTACK
attack_time_left = attack_duration
attack_lunge_time_left = attack_lunge_duration
velocity = Vector2(attack_x * attack_lunge_speed, 0.0)
func start_air_attack() -> void:
start_directional_air_attack(heading)
func start_directional_air_attack(direction: Vector2) -> void:
var attack_x := -1.0 if direction.x < 0.0 else 1.0
attack_direction = Vector2(attack_x, 0.0)
heading = Vector2.RIGHT if attack_x > 0.0 else Vector2.LEFT
state = State.AIR_ATTACK
attack_time_left = air_attack_duration
attack_lunge_time_left = air_attack_lunge_duration
velocity = Vector2(attack_x * air_attack_lunge_speed, 0.0)