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player.gd
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player.gd
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extends KinematicBody2D
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
export (int) var SPEED
var stateAction = "stand"
#what
const FLOOR_NORMAL = Vector2(0, -1)
const WALKSPEED = 70;
const GRAVITY = Vector2(0, 600)
const RUNSPEED = 140
const JUMPSPEED = 280
const MIN_ONAIR_TIME = 0.1
var velocity = Vector2(0,0)
var onair_time = 0
var state = "small"
var on_floor = false
func _ready():
# Called every time the node is added to the scene.
# Initialization here
pass
func _process(delta):
#big and small state setup
if state == "big":
$CollisionShape2D.disabled = false
$CollisionShape2Dsmall.disabled = true
else:
$CollisionShape2D.disabled = true
$CollisionShape2Dsmall.disabled = false
#collision physics and all that jazz
onair_time += delta
if(velocity.y<600):
velocity += delta *GRAVITY
move_and_slide(velocity, FLOOR_NORMAL)
if is_on_floor():
onair_time = 0
on_floor = onair_time < MIN_ONAIR_TIME
#control
var target_speed = 0
#moveLeft
if Input.is_action_pressed("ui_left"):
$AnimatedSprite.animation = state+"Walk"
$AnimatedSprite.flip_v = false
$AnimatedSprite.flip_h = velocity.x < 0
if(velocity.x >-WALKSPEED):
velocity.x -=2
#b button
if(velocity.x >-RUNSPEED && Input.is_action_pressed("ui_cancel")):
velocity.x -=2
#moveRight
if Input.is_action_pressed("ui_right"):
$AnimatedSprite.animation = state+"Walk"
$AnimatedSprite.flip_v = false
$AnimatedSprite.flip_h = velocity.x < 0
if(velocity.x <WALKSPEED):
velocity.x +=2
#b button
if(velocity.x <RUNSPEED && Input.is_action_pressed("ui_cancel")):
velocity.x +=2
#stopright
if Input.is_action_pressed("ui_left") && velocity.x>0:
$AnimatedSprite.animation = state+"Stop"
$AnimatedSprite.flip_h = velocity.x < 0
deacelerate()
#stopleft
if Input.is_action_pressed("ui_right") && velocity.x<0:
$AnimatedSprite.animation = state+"Stop"
$AnimatedSprite.flip_h = velocity.x < 0
deacelerate()
#jump
if on_floor && Input.is_action_just_pressed("ui_accept"):
$AnimatedSprite.animation = state+"Jump"
$AnimatedSprite.flip_h = velocity.x < 0
velocity.y = -JUMPSPEED
if onair_time> 0.05:
$AnimatedSprite.animation = state+"Jump"
$AnimatedSprite.flip_h = velocity.x < 0
#crouch
if Input.is_action_pressed("ui_down") and state == "big":
$AnimatedSprite.animation = "bigCrouch"
$AnimatedSprite.flip_h = velocity.x < 0
#returns to zero if no keys are pressed
if !Input.is_action_pressed("ui_left") && !Input.is_action_pressed("ui_right"):
if (velocity.x != 0):
deacelerate()
#calls standing animation
if velocity.x ==0 && on_floor:
$AnimatedSprite.animation = state+"Stand"
if Input.is_action_pressed("ui_down") and state == "big":
$AnimatedSprite.animation = state+"Crouch"
$AnimatedSprite.flip_h = velocity.x < 0
if velocity.x >= 71 || velocity.x<=-71:
$AnimatedSprite.get_sprite_frames().set_animation_speed(state+"Walk", 25)
else:
$AnimatedSprite.get_sprite_frames().set_animation_speed(state+"Walk", 12)
$AnimatedSprite.play()
move_and_slide(velocity * delta)
$Label.text = "x"+String(velocity.x)+" y"+String(velocity.y)+" \n delta " +String(delta)
func deacelerate():
if velocity.x >0:
velocity.x =floor(velocity.x-2)
if velocity.x <0:
velocity.x=0
else:
velocity.x =floor(velocity.x+2)
if velocity.x >0:
velocity.x=0
func fall():
velocity += GRAVITY