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extends CharacterBody2D
class_name Player
signal damaged
signal health_changed
const SPEED = 60
const KICK_SPEED = 300
const THROW_DISTANCE = 3
@export var BombScene: PackedScene = preload("res://Scenes/Entities/Bombs/Bomb__Normal.tscn")
@export var bomb_power: int = 2
@export var max_bombs: int = 5
@export var bomb_components: Array[Bomb.COMPONENT_TYPE] = [
Bomb.COMPONENT_TYPE.REMOTE_CONTROL,
Bomb.COMPONENT_TYPE.REMOTE_DETONATE
]
var bombs: Array = []
var last_planted_bomb: Bomb
@export var maxHealth: int = 12
@export var health: int = self.maxHealth
@export var extraHealth: int = 5
var is_invincible = false
var held_bomb: Bomb
var just_planted_bomb: bool = false
var accumulated_bomb_wait_delta = 0
var bomb_wait_delta_mutiplier = 5
var DIRECTION = Vector2.DOWN
var DIRECTIONS: Array = [Vector2.DOWN]
var LAST_DIRECTIONS: Array = []
var collision_area: Area2D
func _ready():
add_to_group("player")
set_up_direction(Vector2.UP)
motion_mode = CharacterBody2D.MOTION_MODE_FLOATING
collision_area = Utilities.Collision.Area.new(self, $CollisionShape2D)
collision_area.set_collision_mask_value(Utilities.Collision.Layer.ENEMY, true)
collision_area.connect("collided", Callable(self, "_collide"))
add_child(collision_area)
func _process(delta):
if (self.bomb_components.has(Bomb.COMPONENT_TYPE.REMOTE_DETONATE)
and Input.is_action_just_pressed("ui_cancel")):
if self.bombs.size() > 0:
self.bombs[self.bombs.size() - 1].explode()
if (self.bomb_components.has(Bomb.COMPONENT_TYPE.REMOTE_CONTROL)
and self.last_planted_bomb and Input.is_action_pressed("ui_accept") and self.just_planted_bomb
and self.accumulated_bomb_wait_delta >= delta * self.bomb_wait_delta_mutiplier):
if Input.is_action_pressed("ui_left"):
self.last_planted_bomb.position.x -= SPEED * delta
if Input.is_action_pressed("ui_right"):
self.last_planted_bomb.position.x += SPEED * delta
if Input.is_action_pressed("ui_up"):
self.last_planted_bomb.position.y -= SPEED * delta
if Input.is_action_pressed("ui_down"):
self.last_planted_bomb.position.y += SPEED * delta
else:
if (self.just_planted_bomb and
self.accumulated_bomb_wait_delta < delta * self.bomb_wait_delta_mutiplier):
self.accumulated_bomb_wait_delta += delta
else:
self.accumulated_bomb_wait_delta = 0
self.just_planted_bomb = false
# self.just_planted_bomb = false
self.DIRECTIONS = []
if Input.is_action_pressed("ui_left"):
velocity.x -= SPEED
self.DIRECTIONS.append(Vector2.LEFT)
self.DIRECTION = Vector2.LEFT
if Input.is_action_pressed("ui_right"):
velocity.x += SPEED
self.DIRECTIONS.append(Vector2.RIGHT)
self.DIRECTION = Vector2.RIGHT
if Input.is_action_pressed("ui_up"):
velocity.y -= SPEED
self.DIRECTIONS.append(Vector2.UP)
self.DIRECTION = Vector2.UP
if Input.is_action_pressed("ui_down"):
velocity.y += SPEED
self.DIRECTION = Vector2.DOWN
self.DIRECTIONS.append(Vector2.DOWN)
var last_animation = $AnimatedSprite2D.animation
var frame = $AnimatedSprite2D.frame
var progress = $AnimatedSprite2D.frame_progress
if velocity.x < 0 && velocity.y == 0:
$AnimatedSprite2D.play("left")
elif velocity.x > 0 && velocity.y == 0:
$AnimatedSprite2D.play("right")
elif velocity.x == 0 && velocity.y < 0:
$AnimatedSprite2D.play("up")
elif velocity.x == 0 && velocity.y > 0:
$AnimatedSprite2D.play("down")
elif velocity.x < 0 && velocity.y < 0:
$AnimatedSprite2D.play("top_left")
elif velocity.x > 0 && velocity.y < 0:
$AnimatedSprite2D.play("top_right")
elif velocity.x < 0 && velocity.y > 0:
$AnimatedSprite2D.play("bottom_left")
elif velocity.x > 0 && velocity.y > 0:
$AnimatedSprite2D.play("bottom_right")
else:
if self.LAST_DIRECTIONS == [Vector2.LEFT]:
$AnimatedSprite2D.play("idle_left")
elif self.LAST_DIRECTIONS == [Vector2.RIGHT]:
$AnimatedSprite2D.play("idle_right")
elif self.LAST_DIRECTIONS == [Vector2.UP]:
$AnimatedSprite2D.play("idle_up")
elif self.LAST_DIRECTIONS == [Vector2.DOWN]:
$AnimatedSprite2D.play("idle_down")
elif self.LAST_DIRECTIONS == [Vector2.LEFT, Vector2.UP]:
$AnimatedSprite2D.play("idle_top_left")
elif self.LAST_DIRECTIONS == [Vector2.RIGHT, Vector2.UP]:
$AnimatedSprite2D.play("idle_top_right")
elif self.LAST_DIRECTIONS == [Vector2.LEFT, Vector2.DOWN]:
$AnimatedSprite2D.play("idle_bottom_left")
elif self.LAST_DIRECTIONS == [Vector2.RIGHT, Vector2.DOWN]:
$AnimatedSprite2D.play("idle_bottom_right")
if last_animation != $AnimatedSprite2D.animation:
$AnimatedSprite2D.set_frame_and_progress(frame, progress)
self.LAST_DIRECTIONS = self.DIRECTIONS
if Input.is_action_just_pressed("ui_accept"):
if self.held_bomb:
self.throw_bomb()
else:
var interacted = false
var bomb = self.has_pickable_bomb()
if bomb:
self.pick_up_bomb(bomb)
interacted = true
if not interacted:
if self.can_plant_bomb():
self.plant_bomb()
self.just_planted_bomb = true
#$JustPlantedBomb.start()
#self.collide(move_and_collide(velocity * delta))
move_and_slide()
self.collide(get_last_slide_collision())
velocity = velocity.lerp(Vector2(0, 0), 1)
func can_plant_bomb():
return (
self.bombs.size() < self.max_bombs
and not Utilities.has_dialog
and Global.last_area.can_plant_bomb
)
func plant_bomb():
var bomb = BombScene.instantiate()
bomb.position = Utilities.get_level_position_grid(self)
bomb.power = self.bomb_power
self.add_collision_exception_with(bomb)
bomb.connect("body_exited", func(body):
if body.is_in_group("player") and not self.held_bomb:
self.remove_collision_exception_with(bomb)
)
self.bombs.append(bomb)
self.last_planted_bomb = bomb
bomb.tree_exited.connect(func():
self.bombs.erase(bomb)
if self.last_planted_bomb == bomb:
self.last_planted_bomb = null
)
get_tree().get_current_scene().add_child(bomb)
func has_pickable_bomb():
var areas = $InteractionArea.get_overlapping_areas()
for area in areas:
if area.is_in_group("bombs"):
var bomb = area.get_parent()
return bomb
return null
func pick_up_bomb(bomb: Bomb):
get_tree().get_current_scene().remove_child(bomb)
bomb.position = Vector2(0, 0)
bomb.set_collision_layer_value(Utilities.Collision.Layer.BOMB, false)
self.add_collision_exception_with(bomb)
self.add_child(bomb)
self.held_bomb = bomb
bomb.connect("exploded", func(exploded_bomb):
if self.held_bomb == exploded_bomb:
self.held_bomb = null
)
func throw_bomb():
var bomb = self.held_bomb
self.remove_child(bomb)
var target_position = null
var target_intersection = true
var additional_distance = 0
while target_intersection:
target_position = Utilities.from_grid_to_position(
Utilities.from_position_to_grid(self.position) + ((self.THROW_DISTANCE + additional_distance) * self.DIRECTION)
)
var query = PhysicsPointQueryParameters2D.new()
query.set_position(target_position)
target_intersection = get_world_2d().direct_space_state.intersect_point(query)
additional_distance += 1
bomb.position = target_position
get_tree().get_current_scene().add_child(bomb)
bomb.set_collision_layer_value(Utilities.Collision.Layer.BOMB, true)
(func(): self.remove_collision_exception_with(bomb)).call_deferred()
self.held_bomb = null
func collide(collision: KinematicCollision2D):
if not collision:
return
var collider = collision.get_collider()
if collider.is_in_group("bombs"):
self.kick_bomb(collider)
func kick_bomb(bomb):
var diff = Utilities.get_level_position(self) - Utilities.get_level_position(bomb)
if diff.x > 0:
bomb.velocity.x -= KICK_SPEED
elif diff.x < 0:
bomb.velocity.x += KICK_SPEED
elif diff.y > 0:
bomb.velocity.y -= KICK_SPEED
elif diff.y < 0:
bomb.velocity.y += KICK_SPEED
func take_damage(amount):
if self.held_bomb:
self.held_bomb.call_deferred("explode")
if self.is_invincible:
return
self.set_invincibility()
if self.extraHealth > 0:
if amount > self.extraHealth:
self.health -= amount - self.extraHealth
self.extraHealth = 0
else:
self.extraHealth -= amount
else:
self.health -= amount
self.emit_signal("damaged", self.health)
self.emit_signal("health_changed", self.health)
func heal(amount: int):
self.health = min(self.health + amount, self.maxHealth)
self.emit_signal("health_changed", self.health)
func is_in_interaction_area():
if collision_area.has_overlapping_areas():
for area in collision_area.get_overlapping_areas():
if area.is_in_group("interactables"):
return true
return false
func set_invincibility():
$Invincibility.start()
$AnimatedSprite2D.set_modulate(Color(10, 10, 10, 1))
self.is_invincible = true
func _on_invincibility_timeout():
$AnimatedSprite2D.set_modulate(Color(1, 1, 1, 1))
self.is_invincible = false
func _collide(area: Area2D):
if area.is_in_group("explosions"):
self.take_damage(2)
elif area.is_in_group("enemies"):
self.take_damage(1)
elif area.is_in_group("coins"):
self.heal(1)
func _on_just_planted_bomb_timeout():
self.just_planted_bomb = true
|