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-rw-r--r--demos/2d/platformer/player.gd237
1 files changed, 104 insertions, 133 deletions
diff --git a/demos/2d/platformer/player.gd b/demos/2d/platformer/player.gd
index 9ee189df21..7ed99df9bd 100644
--- a/demos/2d/platformer/player.gd
+++ b/demos/2d/platformer/player.gd
@@ -1,3 +1,4 @@
+
extends RigidBody2D
# Character Demo, written by Juan Linietsky.
@@ -24,42 +25,40 @@ extends RigidBody2D
# -Friction cant be used, so floor velocity must be considered
# for moving platforms.
-var anim=""
-var siding_left=false
-var jumping=false
-var stopping_jump=false
-var shooting=false
+# Member variables
+var anim = ""
+var siding_left = false
+var jumping = false
+var stopping_jump = false
+var shooting = false
var WALK_ACCEL = 800.0
-var WALK_DEACCEL= 800.0
-var WALK_MAX_VELOCITY= 200.0
+var WALK_DEACCEL = 800.0
+var WALK_MAX_VELOCITY = 200.0
var AIR_ACCEL = 200.0
-var AIR_DEACCEL= 200.0
-var JUMP_VELOCITY=460
-var STOP_JUMP_FORCE=900.0
+var AIR_DEACCEL = 200.0
+var JUMP_VELOCITY = 460
+var STOP_JUMP_FORCE = 900.0
var MAX_FLOOR_AIRBORNE_TIME = 0.15
-var airborne_time=1e20
-var shoot_time=1e20
+var airborne_time = 1e20
+var shoot_time = 1e20
var MAX_SHOOT_POSE_TIME = 0.3
var bullet = preload("res://bullet.xml")
-var floor_h_velocity=0.0
+var floor_h_velocity = 0.0
var enemy
-func _integrate_forces(s):
-
-
+func _integrate_forces(s):
var lv = s.get_linear_velocity()
var step = s.get_step()
- var new_anim=anim
- var new_siding_left=siding_left
-
+ var new_anim = anim
+ var new_siding_left = siding_left
# Get the controls
var move_left = Input.is_action_pressed("move_left")
@@ -74,188 +73,160 @@ func _integrate_forces(s):
p.y = p.y - 100
e.set_pos(p)
get_parent().add_child(e)
-
-
- #deapply prev floor velocity
- lv.x-=floor_h_velocity
- floor_h_velocity=0.0
+ # Deapply prev floor velocity
+ lv.x -= floor_h_velocity
+ floor_h_velocity = 0.0
# Find the floor (a contact with upwards facing collision normal)
- var found_floor=false
- var floor_index=-1
+ var found_floor = false
+ var floor_index = -1
for x in range(s.get_contact_count()):
-
var ci = s.get_contact_local_normal(x)
- if (ci.dot(Vector2(0,-1))>0.6):
- found_floor=true
- floor_index=x
+ if (ci.dot(Vector2(0, -1)) > 0.6):
+ found_floor = true
+ floor_index = x
# A good idea when impementing characters of all kinds,
- # Compensates for physics imprecission, as well as human
- # reaction delay.
-
+ # compensates for physics imprecission, as well as human reaction delay.
if (shoot and not shooting):
- shoot_time=0
+ shoot_time = 0
var bi = bullet.instance()
var ss
if (siding_left):
- ss=-1.0
+ ss = -1.0
else:
- ss=1.0
- var pos = get_pos() + get_node("bullet_shoot").get_pos()*Vector2(ss,1.0)
-
+ ss = 1.0
+ var pos = get_pos() + get_node("bullet_shoot").get_pos()*Vector2(ss, 1.0)
+
bi.set_pos(pos)
get_parent().add_child(bi)
-
- bi.set_linear_velocity( Vector2(800.0*ss,-80) )
- get_node("sprite/smoke").set_emitting(true)
+
+ bi.set_linear_velocity(Vector2(800.0*ss, -80))
+ get_node("sprite/smoke").set_emitting(true)
get_node("sound").play("shoot")
- PS2D.body_add_collision_exception(bi.get_rid(),get_rid()) # make bullet and this not collide
-
-
+ PS2D.body_add_collision_exception(bi.get_rid(), get_rid()) # Make bullet and this not collide
else:
- shoot_time+=step
-
+ shoot_time += step
if (found_floor):
- airborne_time=0.0
+ airborne_time = 0.0
else:
- airborne_time+=step #time it spent in the air
-
+ airborne_time += step # Time it spent in the air
+
var on_floor = airborne_time < MAX_FLOOR_AIRBORNE_TIME
- # Process jump
+ # Process jump
if (jumping):
- if (lv.y>0):
- #set off the jumping flag if going down
- jumping=false
+ if (lv.y > 0):
+ # Set off the jumping flag if going down
+ jumping = false
elif (not jump):
- stopping_jump=true
-
- if (stopping_jump):
- lv.y+=STOP_JUMP_FORCE*step
+ stopping_jump = true
+ if (stopping_jump):
+ lv.y += STOP_JUMP_FORCE*step
+
if (on_floor):
-
# Process logic when character is on floor
-
if (move_left and not move_right):
if (lv.x > -WALK_MAX_VELOCITY):
- lv.x-=WALK_ACCEL*step
+ lv.x -= WALK_ACCEL*step
elif (move_right and not move_left):
if (lv.x < WALK_MAX_VELOCITY):
- lv.x+=WALK_ACCEL*step
+ lv.x += WALK_ACCEL*step
else:
var xv = abs(lv.x)
- xv-=WALK_DEACCEL*step
- if (xv<0):
- xv=0
- lv.x=sign(lv.x)*xv
-
- #Check jump
+ xv -= WALK_DEACCEL*step
+ if (xv < 0):
+ xv = 0
+ lv.x = sign(lv.x)*xv
+
+ # Check jump
if (not jumping and jump):
- lv.y=-JUMP_VELOCITY
- jumping=true
- stopping_jump=false
+ lv.y = -JUMP_VELOCITY
+ jumping = true
+ stopping_jump = false
get_node("sound").play("jump")
-
- #check siding
+ # Check siding
if (lv.x < 0 and move_left):
- new_siding_left=true
+ new_siding_left = true
elif (lv.x > 0 and move_right):
- new_siding_left=false
+ new_siding_left = false
if (jumping):
- new_anim="jumping"
- elif (abs(lv.x)<0.1):
- if (shoot_time<MAX_SHOOT_POSE_TIME):
- new_anim="idle_weapon"
+ new_anim = "jumping"
+ elif (abs(lv.x) < 0.1):
+ if (shoot_time < MAX_SHOOT_POSE_TIME):
+ new_anim = "idle_weapon"
else:
- new_anim="idle"
+ new_anim = "idle"
else:
- if (shoot_time<MAX_SHOOT_POSE_TIME):
- new_anim="run_weapon"
+ if (shoot_time < MAX_SHOOT_POSE_TIME):
+ new_anim = "run_weapon"
else:
- new_anim="run"
+ new_anim = "run"
else:
-
# Process logic when the character is in the air
-
if (move_left and not move_right):
if (lv.x > -WALK_MAX_VELOCITY):
- lv.x-=AIR_ACCEL*step
+ lv.x -= AIR_ACCEL*step
elif (move_right and not move_left):
if (lv.x < WALK_MAX_VELOCITY):
- lv.x+=AIR_ACCEL*step
+ lv.x += AIR_ACCEL*step
else:
var xv = abs(lv.x)
- xv-=AIR_DEACCEL*step
- if (xv<0):
- xv=0
- lv.x=sign(lv.x)*xv
-
- if (lv.y<0):
- if (shoot_time<MAX_SHOOT_POSE_TIME):
- new_anim="jumping_weapon"
+ xv -= AIR_DEACCEL*step
+ if (xv < 0):
+ xv = 0
+ lv.x = sign(lv.x)*xv
+
+ if (lv.y < 0):
+ if (shoot_time < MAX_SHOOT_POSE_TIME):
+ new_anim = "jumping_weapon"
else:
- new_anim="jumping"
+ new_anim = "jumping"
else:
- if (shoot_time<MAX_SHOOT_POSE_TIME):
- new_anim="falling_weapon"
+ if (shoot_time < MAX_SHOOT_POSE_TIME):
+ new_anim = "falling_weapon"
else:
- new_anim="falling"
-
-
- #Update siding
+ new_anim = "falling"
- if (new_siding_left!=siding_left):
+ # Update siding
+ if (new_siding_left != siding_left):
if (new_siding_left):
- get_node("sprite").set_scale( Vector2(-1,1) )
+ get_node("sprite").set_scale(Vector2(-1, 1))
else:
- get_node("sprite").set_scale( Vector2(1,1) )
-
- siding_left=new_siding_left
-
- #Change animation
- if (new_anim!=anim):
- anim=new_anim
- get_node("anim").play(anim)
-
- shooting=shoot
-
- # Apply floor velocity
- if (found_floor):
- floor_h_velocity=s.get_contact_collider_velocity_at_pos(floor_index).x
- lv.x+=floor_h_velocity
+ get_node("sprite").set_scale(Vector2(1, 1))
+ siding_left = new_siding_left
-
-
- #Finally, apply gravity and set back the linear velocity
- lv+=s.get_total_gravity()*step
- s.set_linear_velocity(lv)
-
+ # Change animation
+ if (new_anim != anim):
+ anim = new_anim
+ get_node("anim").play(anim)
-
+ shooting = shoot
+ # Apply floor velocity
+ if (found_floor):
+ floor_h_velocity = s.get_contact_collider_velocity_at_pos(floor_index).x
+ lv.x += floor_h_velocity
+ # Finally, apply gravity and set back the linear velocity
+ lv += s.get_total_gravity()*step
+ s.set_linear_velocity(lv)
func _ready():
- # Initalization here
-
+ enemy = ResourceLoader.load("res://enemy.xml")
+
# if !Globals.has_singleton("Facebook"):
-# return
+# return
# var Facebook = Globals.get_singleton("Facebook")
# var link = Globals.get("facebook/link")
# var icon = Globals.get("facebook/icon")
# var msg = "I just sneezed on your wall! Beat my score and Stop the Running nose!"
# var title = "I just sneezed on your wall!"
# Facebook.post("feed", msg, title, link, icon)
- enemy = ResourceLoader.load("res://enemy.xml")
- pass
-
-
-