Files
slopvivors/scenes/player.gd

148 lines
4.4 KiB
GDScript

class_name Player
extends CharacterBody2D
const WEAPON_SWORD = preload("res://scenes/weapons/weapon_sword.tscn")
@export var camera: Camera2D
@export var main_ui: MainUI
var weapon: WeaponBase
@onready var sprite_2d: Sprite2D = $Sprite2D
var player_stats: PlayerStats = PlayerStats.new()
var modifiers: Array[PlayerStatsModifier] = []
var dead: bool = false
var death_anim_done: bool = false
var god_mode: bool = false
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("active"):
weapon.do_active()
func _ready() -> void:
camera.position = global_position
main_ui.player_ui.update_hp()
GlobalConst.sig_debug_god_mode.connect(toggle_god_mode)
if not weapon:
weapon = WEAPON_SWORD.instantiate()
add_child(weapon)
func _physics_process(delta: float) -> void:
if dead:
return
var input_direction = Input.get_vector("left", "right", "up", "down")
var move_speed = player_stats.get_final("move_speed", modifiers)
velocity = input_direction * move_speed
move_and_slide()
func _process(delta: float) -> void:
camera.position_smoothing_enabled = true
camera.position = global_position
if dead and !death_anim_done:
death_animation(delta)
func take_damage(value: float) -> void:
if dead or god_mode:
return
player_stats.current_health -= value
player_stats.current_health = clampf(
player_stats.current_health, -1.0, player_stats.get_final("max_health", modifiers)
)
var current_hp = player_stats.get_final("current_health", modifiers)
var max_hp = player_stats.get_final("max_health", modifiers)
GlobalConst.sig_debug_stats_set.emit("current_health", "%f" % current_hp)
GlobalConst.sig_debug_stats_set.emit("max_hp", "%f" % max_hp)
var dm = preload("res://scenes/damage_numbers.tscn").instantiate()
dm.damage_taken = value
dm.player_damage = false
add_child(dm)
GlobalConst.sig_on_player_hp_change.emit(current_hp, max_hp)
main_ui.player_ui.update_hp()
if player_stats.current_health <= 0:
die()
func die():
dead = true
remove_from_group("damagable")
get_tree().call_group("enemy", "cheer")
GlobalConst.sig_stop_spawning.emit(true)
sprite_2d.z_index += 10
get_taunted()
func death_animation(delta: float):
# Engine.time_scale = clampf(lerpf(Engine.time_scale, 0.25, 0.5), 0.25, 0.9*delta)
camera.zoom = lerp(camera.zoom, Vector2(8, 8), 0.99 * delta)
rotation_degrees = lerpf(rotation_degrees, 90, 0.99 * delta)
if rotation_degrees > 88:
main_ui.pause_ui.toggle_pause_ui()
death_anim_done = true
func get_taunted():
var taunting_enemies: Array[EnemyBase] = []
for body in get_tree().get_nodes_in_group(GlobalConst.GROUP_ENEMY):
print_debug("starting taunt: %s" % global_position.distance_to(body.global_position))
if global_position.distance_to(body.global_position) < 1000.0:
taunting_enemies.append(body)
print_debug("getting taunted by %s enemies" % len(taunting_enemies))
for i in range(taunting_enemies.size()):
var angle = (TAU / taunting_enemies.size()) * i
var target_pos = Vector2(cos(angle), sin(angle)) * 50
var new_target = Marker2D.new()
print_debug("getting taunted by %s" % taunting_enemies[i])
new_target.position = target_pos
add_child(new_target)
taunting_enemies[i].target = new_target
func toggle_god_mode(value: bool):
god_mode = value
func add_xp(amount: float) -> void:
player_stats.current_xp += amount
main_ui.player_ui.update_xp()
_check_level_up()
func _check_level_up() -> void:
var required_for_level = player_stats.xp_required_for_level()
if player_stats.current_xp >= required_for_level:
player_stats.current_level += 1
player_stats.current_xp -= required_for_level
_trigger_level_up()
func _trigger_level_up() -> void:
var choice_count = 3
var choices: Array[LevelUpChoice] = []
main_ui.level_up_ui.clear()
for i in range(choice_count):
# TODO: implement fortune
var mod = GlobalConst.draw_random_mod(1.0)
var l_choice = preload("res://scenes/managers/ui/level_up_choice.tscn").instantiate()
l_choice.mod = mod
l_choice.player = self
main_ui.level_up_ui.add_choice(l_choice)
Engine.time_scale = 0.0
main_ui.level_up_ui.visible = true
func _on_pickup_area_area_entered(area: Area2D) -> void:
var body: Node2D = area.get_parent()
if body.is_in_group(GlobalConst.GROUP_XP_ORB):
add_xp(body.value)
GlobalConst.sig_debug_stats_set.emit("player_xp", "%s" % player_stats.current_xp)
body.queue_free()
elif body.is_in_group(GlobalConst.GROUP_PICKUP):
body.pickup()