Added player and a basic test level

This commit is contained in:
2026-02-06 16:00:03 -05:00
parent 1b0f1c9080
commit 83a4a8f374
104 changed files with 6897 additions and 0 deletions

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extends NodeState
@export var player: Player
@export var animatedSprite2D: AnimatedSprite2D
@export var wallCheck: ShapeCast2D
@export var floorCheck: RayCast2D
@export var ledgeGrabBox: CollisionShape2D
@export_category("Fall State")
@export var coyoteTime: float = .2
var coyoteJump: bool
const GRAVITY = player.GRAVITY
@onready var speed = player.speed
@onready var maxSpeed = player.maxSpeed
@onready var friction = player.airFriction
var fallTimeAmount: int = 10
var fallTime: float
@warning_ignore("unused_parameter")
func on_process(delta: float) -> void:
pass
func on_phyisics_process(delta: float) -> void:
fallTime += fallTimeAmount * delta
#print(fallTime)
if !player.is_on_floor():
get_coyte_time()
player.velocity.y += GRAVITY * delta
#player.velocity.x = move_toward(player.velocity.x, 0, friction)
var direction: float = GameInputEvents.movement_input()
if direction:
player.velocity.x += direction * speed * delta
player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
if direction != 0:
animatedSprite2D.flip_h = false if direction > 0 else true
if direction == 0:
player.velocity.x = move_toward(player.velocity.x, 0, friction * delta)
transition_states()
func get_coyte_time() -> void:
await get_tree().create_timer(coyoteTime).timeout
coyoteJump = false
func enter() -> void:
animatedSprite2D.play("Fall")
fallTime = 0
ledgeGrabBox.disabled = false
if player.is_on_floor():
ledgeGrabBox.disabled = true
return
coyoteJump = true
func exit() -> void:
fallTime = 0
ledgeGrabBox.disabled = true
animatedSprite2D.stop()
func transition_states() -> void:
#transitioning state
#idle state
if player.is_on_floor() and fallTime > 5:
transition.emit("Land")
elif player.is_on_floor() and fallTime <= 5:
transition.emit("idle")
#jump state
if GameInputEvents.jump_input():
transition.emit("jump")
#jump state
if GameInputEvents.jump_input() and coyoteJump:
transition.emit("jump")
if wallCheck.is_colliding() and !floorCheck.is_colliding() and player.velocity.y == 0 and player.is_on_floor():
transition.emit("Grab")

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extends NodeState
@export var player: Player
@export var animatedSprite2D: AnimatedSprite2D
@export var wallCheck: ShapeCast2D
@export var floorCheck: RayCast2D
@export var ledgeGrabBox: CollisionShape2D
const jumpGravity = player.GRAVITY
@onready var jumpHight = player.jumpHight
@onready var maxJumpCount = player.maxJumpCount
@onready var speed = player.speed
@onready var maxSpeed = player.maxSpeed
@onready var friction = player.friction
var currentJumpCount: int
var coyoteJump: bool
@warning_ignore("unused_parameter")
func _physics_process(delta: float) -> void:
await player.move
if player.is_on_floor() or (player.is_on_wall() and GameInputEvents.wall_cling_input()):
currentJumpCount = 0
@warning_ignore("unused_parameter")
func on_process(delta: float) -> void:
pass
func on_phyisics_process(delta: float) -> void:
player.velocity.y += jumpGravity * delta
if player.is_on_floor():
currentJumpCount = 0
player.velocity.y = jumpHight
coyoteJump = false
currentJumpCount += 1
if coyoteJump and currentJumpCount != maxJumpCount:
player.velocity.y = jumpHight
coyoteJump = false
currentJumpCount += 1
#multi jumps
if !player.is_on_floor() and GameInputEvents.jump_input() and currentJumpCount != maxJumpCount:
player.velocity.y = jumpHight
currentJumpCount += 1
var direction: float = GameInputEvents.movement_input()
if direction:
player.velocity.x += direction * speed * delta
player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
if direction != 0:
animatedSprite2D.flip_h = false if direction > 0 else true
if direction == 0:
player.velocity.x = move_toward(player.velocity.x, 0, friction * delta)
await player.move
transition_states()
func enter() -> void:
ledgeGrabBox.disabled = false
animatedSprite2D.play("Jump")
coyoteJump = true
func exit() -> void:
ledgeGrabBox.disabled = true
coyoteJump = false
animatedSprite2D.stop()
func transition_states() -> void:
#transition states
#idle state
if player.is_on_floor():
transition.emit("idle")
#fall state
if player.velocity.y > 0:
transition.emit("fall")
if wallCheck.is_colliding() and not floorCheck.is_colliding() and player.velocity.y == 0 and player.is_on_floor():
transition.emit("Grab")

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extends NodeState
@export var player: Player
@export var animatedSprite2D: AnimatedSprite2D
@onready var friction = player.friction
@warning_ignore("unused_parameter")
func on_process(delta: float) -> void:
pass
@warning_ignore("unused_parameter")
func on_phyisics_process(delta: float) -> void:
player.velocity.x = move_toward(player.velocity.x, 0, friction * delta)
if !animatedSprite2D.is_playing():
transition.emit("idle")
var direction = GameInputEvents.movement_input()
if direction != 0 and animatedSprite2D.frame > 4:
transition.emit("Run")
if GameInputEvents.jump_input() and animatedSprite2D.frame > 4:
transition.emit("Jump")
func enter() -> void:
animatedSprite2D.play("Land")
func exit() -> void:
pass

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extends NodeState
@export var player: Player
@export var animatedSprite2D: AnimatedSprite2D
@export var weapons: Weapons
@export_category("Shoot State")
@export var stateMachine: NodeStateMachine
const GRAVITY = player.GRAVITY
@onready var friction = player.friction
@onready var airFriction = player.airFriction
var canAttack: bool = false
func _ready() -> void:
animatedSprite2D.animation_looped.connect(on_loop)
weapons.on_weapon_change.connect(on_weapon_change)
@warning_ignore("unused_parameter")
func on_process(delta: float) -> void:
pass
@warning_ignore("unused_parameter")
func on_phyisics_process(delta: float) -> void:
if player.is_on_floor():
player.velocity.x = move_toward(player.velocity.x, 0, friction * delta)
elif !player.is_on_floor():
player.velocity.y += GRAVITY * delta
player.velocity.x = move_toward(player.velocity.x, 0, airFriction * delta)
if animatedSprite2D.frame == weapons.get_weapon_attack_frame() and canAttack:
weapons.attack()
canAttack = false
func enter() -> void:
canAttack = true
weapons.on_start_attack()
play_correct_animation()
func exit() -> void:
animatedSprite2D.stop()
weapons.on_attack_end()
func on_loop() -> void:
canAttack = true
if GameInputEvents.is_first_attack_held() or GameInputEvents.is_second_attack_held():
pass
elif stateMachine.currentNodeState == self:
transition.emit("idle")
func play_correct_animation() -> void:
animatedSprite2D.play(weapons.get_weapon_attack_aninmation_type(), weapons.get_weapon_speed())
func on_weapon_change() -> void:
canAttack = true
play_correct_animation()

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class_name GameInputEvents
extends Node
static func movement_input() -> float:
var direction : float = Input.get_axis("move_left", "move_right")
return direction
static func jump_input() -> bool:
var jumpInput: bool = Input.is_action_just_pressed("move_jump")
var jumpRelesed: bool = Input.is_action_pressed("move_jump")
return jumpInput or jumpRelesed
static func crouch_input() -> bool:
var crouchInput: bool = Input.is_action_just_pressed("crouch")
return crouchInput
static func fall_input() -> bool:
var fallInput: bool = Input.is_action_just_pressed("force_fall")
return fallInput
static func wall_cling_input() -> bool:
var wallClingInput: bool = Input.is_action_just_pressed("wall_cling")
return wallClingInput

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extends NodeState
@export var player: Player
@export var animatedSprite2D: AnimatedSprite2D
@export var collisionShapeMove: AnimationPlayer
@onready var friction = player.friction
@warning_ignore("unused_parameter")
func on_process(delta: float) -> void:
pass
@warning_ignore("unused_parameter")
func on_phyisics_process(delta: float) -> void:
player.velocity.x = move_toward(player.velocity.x, 0, friction * delta)
transition_states()
func enter() -> void:
collisionShapeMove.play("Crouch")
animatedSprite2D.play("Crouch")
func exit() -> void:
animatedSprite2D.stop()
func transition_states() -> void:
#transition states
#run state
var direction = GameInputEvents.movement_input()
if !player.is_on_floor():
collisionShapeMove.play("Normal")
transition.emit("fall")
if direction and player.is_on_floor():
transition.emit("crouchwalk")
#jump state
if GameInputEvents.jump_input():
collisionShapeMove.play("Normal")
transition.emit("jump")
#idle state
if not Input.is_action_pressed("crouch"):
collisionShapeMove.play("Normal")
transition.emit("idle")

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extends NodeState
@export var player: Player
@export var animatedSprite2D: AnimatedSprite2D
@export var collisionShapeMove: AnimationPlayer
const GRAVITY = player.GRAVITY
@onready var speed: float = player.speed /3
@onready var maxSpeed: float = player.maxSpeed /3
@warning_ignore("unused_parameter")
func on_process(delta: float) -> void:
pass
func on_phyisics_process(delta: float) -> void:
var direction = GameInputEvents.movement_input()
if direction:
player.velocity.x += direction * speed * delta
player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
if direction != 0:
animatedSprite2D.flip_h = false if direction > 0 else true
transition_states(direction)
func enter() -> void:
collisionShapeMove.play("Crouch")
animatedSprite2D.play("Crouch Walk")
func exit() -> void:
animatedSprite2D.stop()
func transition_states(direction) -> void:
#transition states
#fall state
if !player.is_on_floor():
collisionShapeMove.play("Normal")
transition.emit("fall")
#idle state
if direction == 0:
transition.emit("crouchidle")
#jump state
if GameInputEvents.jump_input():
collisionShapeMove.play("Normal")
transition.emit("jump")
if not Input.is_action_pressed("crouch"):
collisionShapeMove.play("Normal")
transition.emit("run")

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extends NodeState
@export_category("nodes")
@export var player: Player
@export var animatedSprite2D: AnimatedSprite2D
@export var ledgeGrabBox: CollisionShape2D
@export var wallCheck: ShapeCast2D
@export var floorCheck: RayCast2D
const GRAVITY = player.GRAVITY
@warning_ignore("unused_parameter")
func on_process(delta: float) -> void:
pass
@warning_ignore("unused_parameter")
func on_phyisics_process(delta: float) -> void:
var collision = wallCheck.get_collision_normal(0)
if collision.x == -1:
animatedSprite2D.flip_h = false
if collision.x == 1:
animatedSprite2D.flip_h = true
transition_states()
func enter() -> void:
player.velocity.x = 0
ledgeGrabBox.disabled = false
animatedSprite2D.play("Ledge Grab")
func exit() -> void:
ledgeGrabBox.disabled = true
animatedSprite2D.stop()
func transition_states() -> void:
if GameInputEvents.jump_input():
transition.emit("jump")
if floorCheck.is_colliding():
transition.emit("idle")
if GameInputEvents.crouch_input():
ledgeGrabBox.disabled = true
transition.emit("fall")

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extends NodeState
@export var player: Player
@export var animatedSprite2D: AnimatedSprite2D
@onready var friction = player.friction
@warning_ignore("unused_parameter")
func on_process(delta: float) -> void:
pass
@warning_ignore("unused_parameter")
func on_phyisics_process(delta: float) -> void:
player.velocity.x = move_toward(player.velocity.x, 0, friction * delta)
transition_states()
func enter() -> void:
animatedSprite2D.play("Idle")
func exit() -> void:
animatedSprite2D.stop()
func transition_states() -> void:
#transitioning state
#fall state
if !player.is_on_floor():
transition.emit("fall")
#run state
var direction: float = GameInputEvents.movement_input()
if direction and player.is_on_floor():
transition.emit("Run")
#jump state
if GameInputEvents.jump_input():
transition.emit("jump")
#shoot crouch state
if Input.is_action_pressed("crouch"):
transition.emit("CrouchIdle")

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extends NodeState
@export var player: Player
@export var animatedSprite2D: AnimatedSprite2D
const GRAVITY = player.GRAVITY
@onready var speed = player.speed
@onready var maxSpeed = player.maxSpeed
@warning_ignore("unused_parameter")
func on_process(delta: float) -> void:
pass
func on_phyisics_process(delta: float) -> void:
var direction = GameInputEvents.movement_input()
if direction:
player.velocity.x += direction * speed * delta
player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
if direction != 0:
animatedSprite2D.flip_h = false if direction > 0 else true
transition_states(direction)
func enter() -> void:
animatedSprite2D.play("Run")
func exit() -> void:
animatedSprite2D.stop()
func transition_states(direction) -> void:
#transition states
#fall state
if !player.is_on_floor():
transition.emit("fall")
#idle state
if direction == 0:
transition.emit("idle")
#jump state
if GameInputEvents.jump_input():
transition.emit("jump")
#Crouch state
#TODO make work better
if GameInputEvents.crouch_input():
transition.emit("crouchwalk")

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extends NodeState
@export var player: Player
@export var animatedSprite2D: AnimatedSprite2D
@export var collisionShapeMove: AnimationPlayer
func enter() -> void:
collisionShapeMove.play("Crouch")
func on_phyisics_process(_delta: float) -> void:
transition_states()
func on_process(_delta: float) -> void:
pass
func exit() -> void:
collisionShapeMove.play("Normal")
func transition_states() -> void:
pass

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