Files
DailyDungeon/Scripts/player_states.gd

95 lines
3.0 KiB
GDScript

extends State
class_name PlayerState
@export var move_speed = 10.0
@export var move_transition_speed = 10.0
@export var health_lost_on_fall = 20.0
# respawn after falling
const FALL_TIME_TO_RESPAWN : float = 3.0
const TIME_TO_CACHE_POSITION : float = 2.0
var ground_pos_cached = []
var fall_timer = FALL_TIME_TO_RESPAWN
var ground_pos_timer = 0
@onready var character = get_parent().character
func Update(delta):
pass
func respawn_on_fall(delta):
if character.is_on_floor():
if ground_pos_timer > 0:
ground_pos_timer -= delta
else:
ground_pos_timer = TIME_TO_CACHE_POSITION
ground_pos_cached.append(character.global_position)
if ground_pos_cached.size() > 2:
ground_pos_cached.pop_front()
else:
if fall_timer > 0:
fall_timer -= delta
else:
fall_timer = FALL_TIME_TO_RESPAWN
character.global_position = ground_pos_cached[0]
character.health -= health_lost_on_fall
func apply_gravity(delta):
if !character.is_on_floor():
character.velocity.y -= 9.8 * delta
func body_look_at_mouse():
var mouse_raycast = MousePos.get_mouse_world_position()
if mouse_raycast != null:
character.body.look_at(Vector3(mouse_raycast.x,character.body.global_position.y,mouse_raycast.y),Vector3.UP)
func standard_movement(delta):
if character.is_on_floor():
# Get KB Input
var current_movement = movement_input()
if current_movement != null:
character.velocity.x = lerp(character.velocity.x, current_movement.x * move_speed, delta * move_transition_speed)
character.velocity.z = lerp(character.velocity.z, current_movement.y * move_speed,delta * move_transition_speed)
else:
if character.velocity:
const MOMENTUM = 2.0
character.velocity.x = lerp(character.velocity.x, 0.0,delta * MOMENTUM)
character.velocity.z = lerp(character.velocity.z, 0.0,delta * MOMENTUM)
func movement_input():
# Get KB Input
var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
# Add Controller Input
if abs(Input.get_joy_axis(0,JOY_AXIS_LEFT_X)) > ControlMapping.L_JOYSTICK_SENSITIVITY or abs(Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)) > ControlMapping.L_JOYSTICK_SENSITIVITY:
input_dir += joypad_walk()
return input_dir
func joypad_walk():
# Joypad right stick look control
var dir_out = Vector2(0,0)
var xAxis = Input.get_joy_axis(0,JOY_AXIS_LEFT_X)
var yAxis = Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
if abs(xAxis) > ControlMapping.L_JOYSTICK_DEADZONE:
dir_out.x = xAxis
if abs(yAxis) > ControlMapping.L_JOYSTICK_DEADZONE:
dir_out.y = yAxis
return dir_out
func dodge_roll():
if character.is_on_floor():
if Input.is_action_just_pressed("dodge"):
if character.stamina > character.DODGE_STAMINA_COST:
var dodge_direction = movement_input()
if dodge_direction:
character.stamina -= character.DODGE_STAMINA_COST
character.dodge_direction = dodge_direction
Transitioned.emit(self,"dodge roll")
func attack():
if Input.is_action_just_pressed("attack"):
if character.stamina > character.ATTACK_STAMINA_COST:
character.stamina -= character.ATTACK_STAMINA_COST
Transitioned.emit(self,"attack")