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path: root/character/character.gd
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class_name Character
extends Node2D


const BASE_SPEED := 50.0
const VERTICAL_DISTANCE := 24

signal speed_changed
var speed_modifier := 1.0:
	set(value):
		speed_modifier = value
		speed_changed.emit()

enum Type {
	Rock,
	Paper,
	Scissors,
}

signal type_change_finished
signal type_changed
@export var current_type: Type = Type.Rock:
	set(value):
		current_type = value
		type_changed.emit()

enum Direction {
	None,
	Left,
	Right,
}

enum State {
	Idle,
	Walk,
	Jump,
	Fall,
	Transform,
}

var current_state: State = State.Idle

var vertical_tween: Tween

@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D


func _ready() -> void:
	speed_changed.connect(func():
		$AnimatedSprite2D.speed_scale = speed_modifier
	)
	
	type_changed.connect(func():
		if current_state == State.Jump:
			$AnimatedSprite2D.play("%s_jump" % get_type_name())
		elif current_state == State.Fall:
			$AnimatedSprite2D.play("%s_fall" % get_type_name())
	)


func get_type_name(type: Type = current_type):
	match type:
		Type.Rock:
			return "rock"
		Type.Paper:
			return "paper"
		Type.Scissors:
			return "scissors"


func idle():
	current_state = State.Idle
	
	$AnimatedSprite2D.play("%s_idle" % get_type_name())


func walk(direction: Direction):
	current_state = State.Walk
	
	$AnimatedSprite2D.flip_h = direction == Direction.Left
	$AnimatedSprite2D.play("%s_walk" % get_type_name())
	
	if is_on_wall(direction):
		return
	
	var direction_vector: Vector2
	match direction:
		Direction.Left:
			direction_vector = Vector2.LEFT
		
		Direction.Right:
			direction_vector = Vector2.RIGHT
	
	position.x = lerp(
		position.x,
		position.x + (BASE_SPEED * speed_modifier * direction_vector.x),
		get_process_delta_time()
	)


func jump():
	if is_below_ceiling():
		return
	
	current_state = State.Jump
	
	$AnimatedSprite2D.play("%s_jump" % get_type_name())
	
	vertical_tween = get_tree().create_tween()
	vertical_tween.tween_property(
		self,
		"position",
		position - Vector2(0, VERTICAL_DISTANCE),
		min(1.0 / speed_modifier, 1.0)
	)
	
	await vertical_tween.finished
	
	if not is_on_floor():
		fall()
	else:
		current_state = State.Idle


func fall():
	current_state = State.Fall
	
	$AnimatedSprite2D.play("%s_fall" % get_type_name())
	
	vertical_tween = get_tree().create_tween()
	vertical_tween.tween_property(
		self,
		"position",
		position + Vector2(0, VERTICAL_DISTANCE),
		min(1.0 / speed_modifier, 1.0)
	)
	
	await vertical_tween.finished
	
	if not is_on_floor():
		fall()
	else:
		current_state = State.Idle


func is_on_floor() -> bool:
	$RayDownLeft.force_raycast_update()
	$RayDownRight.force_raycast_update()
	
	return $RayDownLeft.is_colliding() or $RayDownRight.is_colliding()


func _is_on_ledge() -> bool:
	var is_on := false
	
	if $RayDownLeft.is_colliding():
		is_on = is_on or $RayDownLeft.get_collider().is_ledge($RayDownLeft.get_collision_point())
	
	if $RayDownRight.is_colliding():
		is_on = is_on or $RayDownRight.get_collider().is_ledge($RayDownRight.get_collision_point())
	
	return is_on


func is_on_solid_floor() -> bool:
	var is_on := false
	
	if $RayDownLeft.is_colliding():
		is_on = is_on or  $RayDownLeft.get_collider().is_wall($RayDownLeft.get_collision_point())
	
	if $RayDownRight.is_colliding():
		is_on = is_on or  $RayDownRight.get_collider().is_wall($RayDownRight.get_collision_point())
	
	return is_on


func is_below_ceiling() -> bool:
	return $RayUpLeft.is_colliding() or $RayUpRight.is_colliding()


func is_on_wall(direction: Direction) -> bool:
	var stage: Stage = get_tree().current_scene
	
	match direction:
		Direction.None:
			return $RayLeft.is_colliding() or $RayRight.is_colliding()
		
		Direction.Left:
			var left = position.x - (get_sprite_size().x / 2)
			return $RayLeft.is_colliding() or left <= stage.get_world_boundaries()[Vector2.LEFT]
		
		Direction.Right:
			var right = position.x + (get_sprite_size().x / 2)
			return $RayRight.is_colliding() or right >= stage.get_world_boundaries()[Vector2.RIGHT]
	
	return false


func change_type_random():
	var types = Type.values()
	types.erase(current_type)
	
	current_type = types.pick_random()


func animate_type_change():
	var previous_state := current_state
	current_state = State.Transform
	
	var tween_was_running := false
	if vertical_tween and vertical_tween.is_running():
		vertical_tween.pause()
		tween_was_running = true
	
	$AnimatedSprite2D.play("transform")
	await $AnimatedSprite2D.animation_finished
	
	current_state = previous_state
	
	type_change_finished.emit()
	
	if tween_was_running:
		vertical_tween.play()


func get_sprite_size() -> Vector2:
	var sprite_frames: SpriteFrames = $AnimatedSprite2D.sprite_frames
	var texture := sprite_frames.get_frame_texture($AnimatedSprite2D.animation, $AnimatedSprite2D.frame)
	
	return texture.get_size() - Vector2(4, 0)