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

@@ -1,94 +1,51 @@
class_name PlayerController
extends CharacterBody2D
@export var speed: float = 300.0
@export var default_movement_type: String = "platform"
@export var movement_types: Dictionary = {}
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var last_direction: Vector2 = Vector2.RIGHT
var previous_velocity: Vector2 = Vector2.ZERO
@onready var root = $Root
@onready var coyote_timer: Timer = $CoyoteTimer
@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 coyote_mode: bool = false
@export var was_last_floor: bool = false
@export var jump_sfx: AudioStreamPlayer2D
@export var rotation_target: Node2D
@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
var current_movement: PlayerMovement = null
func _ready() -> void:
coyote_timer.timeout.connect(on_coyote_timer_timeout)
coyote_timer.wait_time = coyote_frames / 60.0
for movement_type in movement_types:
var movement_node: Node = get_node_or_null(movement_types[movement_type])
if movement_node and movement_node is PlayerMovement:
movement_node.enabled = false
switch_movement(default_movement_type)
func _process(_delta):
if velocity.x > 0.0:
rotation_target.rotation = deg_to_rad(-10)
elif velocity.x < 0.0:
rotation_target.rotation = deg_to_rad(10)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey:
if event.is_action_pressed("switch_movement"):
var next_movement_type: String = get_next_movement_type()
switch_movement(next_movement_type)
func switch_movement(movement_type: String) -> void:
if current_movement:
current_movement.enabled = false
if movement_type in movement_types:
current_movement = get_node_or_null(movement_types[movement_type])
if not current_movement:
push_error("Movement type '%s' not found in movement_types." % movement_type)
return
current_movement.enabled = true
else:
rotation_target.rotation = 0
push_error("Movement type '%s' not found in movement_types." % movement_type)
if not current_movement:
push_error("No current movement set after switching.")
func _physics_process(delta):
if 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
func get_next_movement_type() -> String:
var keys: Array = movement_types.keys()
print("Available movement types: ", keys)
var current_index: int = keys.find(current_movement.type)
if current_index == -1:
return default_movement_type
if not is_on_floor():
velocity.y += calculate_gravity() * delta
if Input.is_action_pressed("jump") and (is_on_floor() or coyote_mode):
jump()
if Input.is_action_just_pressed("down"):
position.y += 1
var direction := Input.get_axis("left", "right")
if direction != 0:
last_direction = handle_direction(direction)
if direction:
velocity.x = direction * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
previous_velocity = velocity
move_and_slide()
func jump():
velocity.y = jump_velocity
coyote_mode = false
if jump_sfx:
jump_sfx.play()
func calculate_gravity() -> float:
return jump_gravity if velocity.y < 0.0 else fall_gravity
func on_coyote_timer_timeout():
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
current_index = (current_index + 1) % keys.size()
return keys[current_index]