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Player.gd
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extends KinematicBody2D
enum TILE { SKY = -1, FLOOR, FLOOR_SOLID, HOLE_DMG1, HOLE_DMG2, LADDER, RAILS, HOLE }
var speed: int = 300
var vel : Vector2 = Vector2()
var isOnLadder : bool = false
var isOnRails: bool = false
var isFalling: bool = false
var isInHole: bool = false
var isGoingLeft: bool = false
var isGoingUp: bool = false
var isDigging: bool = false
var digTime: float = 0.25
var digCount: float = 0.00
var playerStartPos: Vector2 = Vector2()
var tile: int = -1
var isDead:bool = false
const SIZE: int = 64
const HALF_SIZE: int = SIZE / 2
const QTR_SIZE: int = 14
onready var sprite: Sprite = get_node("Sprite")
onready var tilemap= get_parent().get_node("TileMap")
onready var timer: Timer = get_node("Timer")
func digHole(isLeftDirection, digTileId):
if isOnLadder || isOnRails: # Can't Dig when on a ladder or rails
return
var x = int(self.position.x) / SIZE
var y = (int(self.position.y) / SIZE) + 1
if isLeftDirection:
x -= 1
else:
x += 1
var digTile = tilemap.get_cell(x, y)
if digTile != TILE.FLOOR && digTile != TILE.HOLE_DMG1 && digTile != TILE.HOLE_DMG2:
return
tilemap.set_cell(x, y, digTileId) # Dig Hole.
if (digTileId == TILE.SKY):
tilemap.addCellToHoleList(x, y)
func getTileUpDown(isUp):
var prevTile = tile
var x = int(self.position.x) / SIZE
var y = int(self.position.y) / SIZE
if isFalling == true: # Make sure we did not collide with anything that has collisions on such as the floor or hole
if is_on_floor():
isFalling = false
return
if isOnRails == true && isUp == false: # Drop off the Rails!
isFalling = true
isOnRails = false
return
if not isUp:
y += 1
tile = tilemap.get_cell(x, y)
if isFalling && tile == TILE.LADDER:
isOnLadder = true
isFalling = false
if isGoingUp == false:
isGoingUp = true # We don't want to adjust adjus this values again
self.position.y = (y * SIZE) + 8
if isInHole == true:
isFalling = false
return
if tile == TILE.SKY: # SKY
if isUp == false:
isFalling = true
isOnLadder = false
isOnRails = false
else:
self.position.y = (y * SIZE) + 28
isFalling = false
isOnLadder = false
isOnRails = false
elif tile == TILE.LADDER: # LADDER
if isOnLadder == false: # Only adjust if the first time on the ladder
self.position.x = (x * SIZE) + HALF_SIZE
isFalling = false
isOnLadder = true
isOnRails = false
elif tile == TILE.RAILS: # RAILING
if (prevTile == TILE.SKY) && isFalling == true: # Fell onto the railing
self.position.y = (y * SIZE) + QTR_SIZE
isOnRails = true
isFalling = false
elif tile == TILE.HOLE: #HOLE
if prevTile == TILE.SkY && isFalling == true:
self.position.y = (y * SIZE) # Drop into the hole
isInHole = true
else:
if isFalling:
if !GLOBAL.get_node("sfx/sfx_fall").is_playing():
GLOBAL.get_node("sfx/sfx_fall").play()
self.position.y = (y * SIZE) - HALF_SIZE
isFalling = false
isOnLadder = false
isOnRails = false
func getTileLeftRight(isLeft):
var prevTile = tile
var x = int(self.position.x) / SIZE
var y = int(self.position.y) / SIZE
tile = tilemap.get_cell(x, y)
if tile == TILE.RAILS: # RAILS
self.position.y = (y * SIZE) + QTR_SIZE
isFalling = false
isOnLadder= false
isOnRails = true
return
if isOnLadder == false && isOnRails == false:
y += 1
tile = tilemap.get_cell(x, y)
if tile == TILE.FLOOR:
var adjustedY = (y * SIZE) - HALF_SIZE
if float(adjustedY) != self.position.y:
self.position.y = adjustedY
if prevTile == TILE.LADDER && tile == TILE.SKY:
if isLeft:
self.position.x -= HALF_SIZE
else:
self.position.x += HALF_SIZE
isFalling = true
return
if tile == TILE.SKY: # SKY
if isInHole:
return
isFalling = true
isOnLadder = false
isOnRails = false
else:
isFalling = false
if tile == TILE.LADDER: # LADDER
isFalling = false
isOnLadder = false
isOnRails = false
if tile == TILE.RAILS: # RAILS
self.position.y = (y * SIZE)
isFalling = false
isOnLadder= false
isOnRails = true
if tile == TILE.HOLE: # HOLE
self.position.y = (y * SIZE)
isInHole = true
isFalling = true
isOnLadder= false
isOnRails = false
# Called when the node enters the scene tree for the first time.
func _ready():
timer.wait_time = digTime
playerStartPos = self.position
GLOBAL.restart_scene()
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
vel.x = 0
vel.y = 0
for i in get_slide_count():
var collision = get_slide_collision(i)
if collision && collision.collider.name == 'Enemy' && not isDead:
self.hide()
isDead = true
print("hit")
GLOBAL.player_dead()
yield(get_tree().create_timer(1), "timeout")
GLOBAL.restart_scene()
yield(get_tree().create_timer(0.60), "timeout")
self.position = playerStartPos
self.show()
isDead = false
if isFalling == true:
getTileUpDown(false)
vel.y += speed
else:
if isDigging == false:
if Input.is_action_pressed("ui_right"):
getTileLeftRight(false)
isGoingLeft = false
vel.x += speed
if isOnRails == true:
$AnimationPlayer.play("Rails Right")
elif isOnLadder:
$AnimationPlayer.play("Ladder Right")
else:
$AnimationPlayer.play("RightDirection")
if !GLOBAL.get_node("sfx/sfx_walk").is_playing():
GLOBAL.get_node("sfx/sfx_walk").play()
elif Input.is_action_pressed("ui_left"):
getTileLeftRight(true)
isGoingLeft = true
vel.x -= speed
if isOnRails == true:
$AnimationPlayer.play("Rails Left")
elif isOnLadder:
$AnimationPlayer.play("Ladder Left")
else:
$AnimationPlayer.play("LeftDirection")
if !GLOBAL.get_node("sfx/sfx_walk").is_playing():
GLOBAL.get_node("sfx/sfx_walk").play()
elif Input.is_action_pressed("ui_down"):
if !GLOBAL.get_node("sfx/sfx_ladder").is_playing() && isOnLadder:
GLOBAL.get_node("sfx/sfx_ladder").play()
isGoingUp = false
getTileUpDown(false)
if tile == TILE.LADDER:
self.position.y += speed * delta
$AnimationPlayer.play("DownDirection")
elif Input.is_action_pressed("ui_up"):
if !GLOBAL.get_node("sfx/sfx_ladder").is_playing() && isOnLadder:
GLOBAL.get_node("sfx/sfx_ladder").play()
isGoingUp = true
getTileUpDown(true)
if tile == TILE.LADDER:
self.position.y -= speed * delta
$AnimationPlayer.play("UpDirection")
else:
if isOnRails:
$AnimationPlayer.play("idle Rails")
elif isOnLadder:
$AnimationPlayer.play("idle Ladder")
else:
if isGoingLeft:
$AnimationPlayer.play("idleLeft")
else:
$AnimationPlayer.play("idleRight")
if Input.is_action_pressed("ui_dig"):
startDigging()
if Input.is_action_pressed("ui_left_button"):
isGoingLeft = true
startDigging()
if Input.is_action_pressed("ui_right_button"):
isGoingLeft = false
startDigging()
elif Input.is_action_just_released("ui_dig") || Input.is_action_just_released("ui_left_button") || Input.is_action_just_released("ui_right_button"):
if isDigging == true:
timer.stop()
isDigging = false
digHole(isGoingLeft, TILE.FLOOR)
if isOnLadder == false:
vel = move_and_slide(vel, Vector2.UP)
func startDigging():
if isDigging == true:
if (digCount >= 0.50):
digHole(isGoingLeft, TILE.HOLE_DMG2)
return
digCount = 0
isDigging = true
digHole(isGoingLeft, TILE.HOLE_DMG1)
timer.start()
func _on_Timer_timeout():
if isDigging:
digCount += digTime
if digCount < 0.75:
return
digHole(isGoingLeft, TILE.SKY)
isDigging = false
timer.stop()
func _on_TileMap_onHoldReset():
var x = int(self.position.x) / SIZE
var y = int(self.position.y) / SIZE
var playerOnTile = tilemap.get_cell(x, y)
if (playerOnTile == TILE.FLOOR):
print("PLAYER WAS CRUSHED!")
self.position = playerStartPos