Implement platform and ship movement types; refactor player movement logic and add switching mechanism

This commit is contained in:
2025-05-25 04:30:39 +02:00
parent 60779f5b51
commit 33cab8574c
12 changed files with 215 additions and 99 deletions

View File

@@ -42,15 +42,15 @@ func on_timer_timeout() -> void:
func throw_brick(power_multiplier: float = 1.0) -> void:
var instance: Node2D = brick_scene.instantiate()
var init := instance.get_node_or_null("ProjectileInitComponent") as ProjectileInitComponent
if init:
if init and player_controller.current_movement is PlatformMovement:
init.initialize({
"position": player_controller.global_position,
"rotation": player_controller.rotation,
"direction": player_controller.last_direction,
"direction": player_controller.current_movement.last_direction,
"power_multiplier": power_multiplier
})
get_tree().current_scene.add_child(instance)
can_throw = false
timer.start()
timer.start()

View File

@@ -3,10 +3,14 @@ extends Node2D
@export var eye_left: Sprite2D
@export var eye_right: Sprite2D
@export var player_controller: PlayerController
@export var platform_movement: PlatformMovement
func _process(_delta: float) -> void:
var velocity := player_controller.last_direction
if not platform_movement:
return
var velocity := platform_movement.last_direction
if velocity.x < 0:
eye_left.frame = 1
eye_right.frame = 1

View File

@@ -25,11 +25,11 @@ func _on_body_entered(body: Node2D) -> void:
if not can_be_launched:
return
if body is PlayerController:
if body is PlayerController and body.current_movement is PlatformMovement:
handle_launchpad_animation()
body.velocity.y = -jump_force
if body.jump_sfx:
body.jump_sfx.play()
if body.current_movement.jump_sfx:
body.current_movement.jump_sfx.play()
func handle_launchpad_animation() -> void:
@@ -39,4 +39,4 @@ func handle_launchpad_animation() -> void:
var timer := get_tree().create_timer(animation_duration)
sprite2d.frame = start_animation_index + 1
await timer.timeout
sprite2d.frame = start_animation_index
sprite2d.frame = start_animation_index

View File

@@ -0,0 +1,106 @@
class_name PlatformMovement
extends PlayerMovement
@export var speed: float = 300.0
@export var jump_height: float = 100
@export var jump_time_to_peak: float = 0.5
@export var jump_time_to_descent: float = 0.4
@export var coyote_frames: int = 6
@export var jump_sfx: AudioStreamPlayer2D
@export var rotation_target: Node2D
@export var body: CharacterBody2D
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var was_last_floor := false
var coyote_mode := false
var coyote_timer: Timer
var last_direction := Vector2.RIGHT
@onready var jump_velocity: float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
@onready var jump_gravity: float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
@onready var fall_gravity: float = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0
func _ready() -> void:
if not body:
return
coyote_timer = Timer.new()
coyote_timer.one_shot = true
coyote_timer.wait_time = coyote_frames / 60.0
coyote_timer.timeout.connect(on_coyote_timer_timeout)
add_child(coyote_timer)
func _process(_delta: float) -> void:
if not body or not enabled:
return
if body.velocity.x > 0.0:
rotation_target.rotation = deg_to_rad(-10)
elif body.velocity.x < 0.0:
rotation_target.rotation = deg_to_rad(10)
else:
rotation_target.rotation = 0
func _physics_process(delta) -> void:
if not body or not enabled:
return
if body.is_on_floor():
was_last_floor = true
coyote_mode = false # Reset coyote mode when back on the floor
coyote_timer.stop() # Stop timer when grounded
else:
if was_last_floor: # Start coyote timer only once
coyote_mode = true
coyote_timer.start()
was_last_floor = false
if not body.is_on_floor():
body.velocity.y += calculate_gravity() * delta
if Input.is_action_pressed("jump") and (body.is_on_floor() or coyote_mode):
jump()
if Input.is_action_just_pressed("down"):
body.position.y += 1
var direction := Input.get_axis("left", "right")
if direction != 0:
last_direction = handle_direction(direction)
if direction:
body.velocity.x = direction * speed
else:
body.velocity.x = move_toward(body.velocity.x, 0, speed)
previous_velocity = body.velocity
body.move_and_slide()
func jump() -> void:
if not body:
return
body.velocity.y = jump_velocity
coyote_mode = false
if jump_sfx:
jump_sfx.play()
func calculate_gravity() -> float:
return jump_gravity if body.velocity.y < 0.0 else fall_gravity
func on_coyote_timer_timeout() -> void:
coyote_mode = false
func handle_direction(input_dir: float) -> Vector2:
if input_dir > 0:
return Vector2.RIGHT
elif input_dir < 0:
return Vector2.LEFT
return last_direction

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@@ -0,0 +1 @@
uid://c1wtrgw0x77xo

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@@ -0,0 +1,17 @@
class_name PlayerMovement
extends Node
@export var type: String = ""
var enabled: bool = true
var previous_velocity: Vector2 = Vector2.ZERO
func _process(_delta: float) -> void:
if not enabled:
return
func _physics_process(_delta: float) -> void:
if not enabled:
return

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@@ -0,0 +1 @@
uid://bqtc3sxew0sau

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@@ -1,5 +1,5 @@
class_name ShipMovement
extends Node
extends PlayerMovement
@export var max_speed: float = 200.0
@export var acceleration: float = 100.0
@@ -10,6 +10,9 @@ var velocity: Vector2 = Vector2.ZERO
func _physics_process(delta: float) -> void:
if not body or not enabled:
return
var input_vector := Vector2(
Input.get_action_strength("right") - Input.get_action_strength("left"),
Input.get_action_strength("down") - Input.get_action_strength("up")
@@ -22,5 +25,6 @@ func _physics_process(delta: float) -> void:
velocity = velocity.limit_length(max_speed)
body.velocity = velocity
previous_velocity = body.velocity
body.move_and_slide()

View File

@@ -3,7 +3,7 @@ extends Node
@export var damage: float = 0.25
@export var area2d: Area2D
@export var root: Node2D
@export var root: PlayerController
func _ready() -> void:
@@ -34,7 +34,7 @@ func on_area2d_body_entered(body: Node2D) -> void:
if root.global_position.y < body.global_position.y:
if root is PlayerController:
var velocity: Vector2 = root.previous_velocity
var velocity: Vector2 = root.current_movement.previous_velocity
if velocity.y > 0.0:
deal_damage(health_component)