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

@@ -1,9 +1,10 @@
[gd_scene load_steps=40 format=3 uid="uid://bqi5s710xb1ju"] [gd_scene load_steps=42 format=3 uid="uid://bqi5s710xb1ju"]
[ext_resource type="Script" uid="uid://ccuddyoakg04u" path="res://scripts/player.gd" id="1_8j4h4"] [ext_resource type="Script" uid="uid://ccuddyoakg04u" path="res://scripts/player.gd" id="1_8j4h4"]
[ext_resource type="Texture2D" uid="uid://b7gp0gqvkv8j4" path="res://sprites/MrBrick_base.png" id="2_bc55y"] [ext_resource type="Texture2D" uid="uid://b7gp0gqvkv8j4" path="res://sprites/MrBrick_base.png" id="2_bc55y"]
[ext_resource type="Shader" uid="uid://bs4xvm4qkurpr" path="res://shaders/hit_flash.tres" id="2_lgb3u"] [ext_resource type="Shader" uid="uid://bs4xvm4qkurpr" path="res://shaders/hit_flash.tres" id="2_lgb3u"]
[ext_resource type="Texture2D" uid="uid://jl1gwqchhpdc" path="res://sprites/left_eye.png" id="3_2srrh"] [ext_resource type="Texture2D" uid="uid://jl1gwqchhpdc" path="res://sprites/left_eye.png" id="3_2srrh"]
[ext_resource type="Script" uid="uid://b3mrdvre1y567" path="res://scripts/components/ship_movement.gd" id="3_p4n66"]
[ext_resource type="Texture2D" uid="uid://iiawtnwmeny3" path="res://sprites/right_eye.png" id="4_ccn81"] [ext_resource type="Texture2D" uid="uid://iiawtnwmeny3" path="res://sprites/right_eye.png" id="4_ccn81"]
[ext_resource type="Script" uid="uid://oxeqvxkgj87j" path="res://scripts/components/flip_player.gd" id="5_geu10"] [ext_resource type="Script" uid="uid://oxeqvxkgj87j" path="res://scripts/components/flip_player.gd" id="5_geu10"]
[ext_resource type="Script" uid="uid://qeu80jy4vmuf" path="res://scripts/components/score.gd" id="6_fowa2"] [ext_resource type="Script" uid="uid://qeu80jy4vmuf" path="res://scripts/components/score.gd" id="6_fowa2"]
@@ -30,6 +31,7 @@
[ext_resource type="PackedScene" uid="uid://bg76mtpcmfm2j" path="res://objects/ui/charging_bar_layer.tscn" id="28_3f5nm"] [ext_resource type="PackedScene" uid="uid://bg76mtpcmfm2j" path="res://objects/ui/charging_bar_layer.tscn" id="28_3f5nm"]
[ext_resource type="PackedScene" uid="uid://b12tppjkkqpt4" path="res://objects/fxs/hit_particles.tscn" id="28_jh5m0"] [ext_resource type="PackedScene" uid="uid://b12tppjkkqpt4" path="res://objects/fxs/hit_particles.tscn" id="28_jh5m0"]
[ext_resource type="Script" uid="uid://ceq8n7yw7qxpi" path="res://scripts/components/hit_component.gd" id="29_jh5m0"] [ext_resource type="Script" uid="uid://ceq8n7yw7qxpi" path="res://scripts/components/hit_component.gd" id="29_jh5m0"]
[ext_resource type="Script" uid="uid://c1wtrgw0x77xo" path="res://scripts/components/platform_movement.gd" id="31_xoue7"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_xoue7"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_xoue7"]
shader = ExtResource("2_lgb3u") shader = ExtResource("2_lgb3u")
@@ -75,12 +77,31 @@ scale_curve = SubResource("CurveTexture_xoue7")
color = Color(0.764706, 0.443137, 0, 1) color = Color(0.764706, 0.443137, 0, 1)
color_ramp = SubResource("GradientTexture1D_lgb3u") color_ramp = SubResource("GradientTexture1D_lgb3u")
[node name="Brick Player" type="CharacterBody2D" node_paths=PackedStringArray("jump_sfx", "rotation_target") groups=["player"]] [node name="Brick Player" type="CharacterBody2D" groups=["player"]]
collision_layer = 4 collision_layer = 4
collision_mask = 43 collision_mask = 43
script = ExtResource("1_8j4h4") script = ExtResource("1_8j4h4")
jump_sfx = NodePath("sfx_jump") movement_types = {
rotation_target = NodePath("Root/Base") "platform": NodePath("Movements/PlatformMovement"),
"ship": NodePath("Movements/ShipMovement")
}
[node name="Movements" type="Node" parent="."]
[node name="PlatformMovement" type="Node" parent="Movements" node_paths=PackedStringArray("jump_sfx", "rotation_target", "body")]
script = ExtResource("31_xoue7")
jump_sfx = NodePath("../../sfx_jump")
rotation_target = NodePath("../../Root/Base")
body = NodePath("../..")
type = "platform"
[node name="ShipMovement" type="Node" parent="Movements" node_paths=PackedStringArray("body")]
script = ExtResource("3_p4n66")
acceleration = 800.0
friction = 600.0
body = NodePath("../..")
type = "ship"
metadata/_custom_type_script = "uid://b3mrdvre1y567"
[node name="Root" type="Node2D" parent="."] [node name="Root" type="Node2D" parent="."]
@@ -103,11 +124,11 @@ visible = false
position = Vector2(0, 0.5) position = Vector2(0, 0.5)
shape = SubResource("RectangleShape2D_hdsg1") shape = SubResource("RectangleShape2D_hdsg1")
[node name="FlipPlayerComponent" type="Node2D" parent="." node_paths=PackedStringArray("eye_left", "eye_right", "player_controller")] [node name="FlipPlayerComponent" type="Node2D" parent="." node_paths=PackedStringArray("eye_left", "eye_right", "platform_movement")]
script = ExtResource("5_geu10") script = ExtResource("5_geu10")
eye_left = NodePath("../Root/Left Eye") eye_left = NodePath("../Root/Left Eye")
eye_right = NodePath("../Root/Right Eye") eye_right = NodePath("../Root/Right Eye")
player_controller = NodePath("..") platform_movement = NodePath("../Movements/PlatformMovement")
[node name="StompDamageArea" type="Area2D" parent="."] [node name="StompDamageArea" type="Area2D" parent="."]
collision_layer = 0 collision_layer = 0

View File

@@ -147,6 +147,11 @@ pause={
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":6,"pressure":0.0,"pressed":false,"script":null) , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":6,"pressure":0.0,"pressed":false,"script":null)
] ]
} }
switch_movement={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194333,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[layer_names] [layer_names]

View File

@@ -42,11 +42,11 @@ func on_timer_timeout() -> void:
func throw_brick(power_multiplier: float = 1.0) -> void: func throw_brick(power_multiplier: float = 1.0) -> void:
var instance: Node2D = brick_scene.instantiate() var instance: Node2D = brick_scene.instantiate()
var init := instance.get_node_or_null("ProjectileInitComponent") as ProjectileInitComponent var init := instance.get_node_or_null("ProjectileInitComponent") as ProjectileInitComponent
if init: if init and player_controller.current_movement is PlatformMovement:
init.initialize({ init.initialize({
"position": player_controller.global_position, "position": player_controller.global_position,
"rotation": player_controller.rotation, "rotation": player_controller.rotation,
"direction": player_controller.last_direction, "direction": player_controller.current_movement.last_direction,
"power_multiplier": power_multiplier "power_multiplier": power_multiplier
}) })

View File

@@ -3,10 +3,14 @@ extends Node2D
@export var eye_left: Sprite2D @export var eye_left: Sprite2D
@export var eye_right: Sprite2D @export var eye_right: Sprite2D
@export var player_controller: PlayerController @export var platform_movement: PlatformMovement
func _process(_delta: float) -> void: 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: if velocity.x < 0:
eye_left.frame = 1 eye_left.frame = 1
eye_right.frame = 1 eye_right.frame = 1

View File

@@ -25,11 +25,11 @@ func _on_body_entered(body: Node2D) -> void:
if not can_be_launched: if not can_be_launched:
return return
if body is PlayerController: if body is PlayerController and body.current_movement is PlatformMovement:
handle_launchpad_animation() handle_launchpad_animation()
body.velocity.y = -jump_force body.velocity.y = -jump_force
if body.jump_sfx: if body.current_movement.jump_sfx:
body.jump_sfx.play() body.current_movement.jump_sfx.play()
func handle_launchpad_animation() -> void: func handle_launchpad_animation() -> void:

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

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

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@@ -1,94 +1,51 @@
class_name PlayerController class_name PlayerController
extends CharacterBody2D 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 current_movement: PlayerMovement = null
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
func _ready() -> void: func _ready() -> void:
coyote_timer.timeout.connect(on_coyote_timer_timeout) for movement_type in movement_types:
coyote_timer.wait_time = coyote_frames / 60.0 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): func _unhandled_input(event: InputEvent) -> void:
if velocity.x > 0.0: if event is InputEventKey:
rotation_target.rotation = deg_to_rad(-10) if event.is_action_pressed("switch_movement"):
elif velocity.x < 0.0: var next_movement_type: String = get_next_movement_type()
rotation_target.rotation = deg_to_rad(10) 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: 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): func get_next_movement_type() -> String:
if is_on_floor(): var keys: Array = movement_types.keys()
was_last_floor = true print("Available movement types: ", keys)
coyote_mode = false # Reset coyote mode when back on the floor var current_index: int = keys.find(current_movement.type)
coyote_timer.stop() # Stop timer when grounded if current_index == -1:
else: return default_movement_type
if was_last_floor: # Start coyote timer only once
coyote_mode = true
coyote_timer.start()
was_last_floor = false
if not is_on_floor(): current_index = (current_index + 1) % keys.size()
velocity.y += calculate_gravity() * delta return keys[current_index]
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