extends KinematicBody2D
export var ACCELERATION = 500
export var MAX_SPEED = 80
export var ROLL_SPEED = 120
export var FRICTION = 500
enum {
MOVE,
ROLL,
ATTACK
}
var state = MOVE
var velocity = Vector2.ZERO
var roll_vector = Vector2.DOWN
var stats = PlayerStats
onready var animationPlayer = $AnimationPlayer
onready var animationTree = $AnimationTree
onready var animationState = animationTree.get("parameters/playback")
onready var swordHitBox = $HitboxPivot/SwordHitbox
onready var hurtbox = $Hurtbox
onready var blinkAnimationPlayer = $BlinkAnimationPlayer
const PlayerHurtSound = preload("res://Player/PlayerHurtSound.tscn")
func _ready():
randomize()
stats.connect("no_health",self, "queue_free")
animationTree.active = true
swordHitBox.knockback_vector = roll_vector
func _physics_process(delta):
match state:
MOVE:
move_state(delta)
ROLL:
roll_state(delta)
ATTACK:
attack_state(delta)
func move_state(delta):
var input_vector = Vector2.ZERO
input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
input_vector = input_vector.normalized()
if input_vector != Vector2.ZERO:
roll_vector = input_vector
swordHitBox.knockback_vector = input_vector
animationTree.set("parameters/Idle/blend_position", input_vector)
animationTree.set("parameters/Run/blend_position", input_vector)
animationTree.set("parameters/Attack/blend_position", input_vector)
animationTree.set("parameters/Roll/blend_position", input_vector)
animationState.travel("Run")
velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
else:
animationState.travel("Idle")
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
move()
if Input.is_action_just_pressed("attack"):
state = ATTACK
if Input.is_action_just_pressed("roll"):
state = ROLL
func roll_state(_delta):
velocity = roll_vector * ROLL_SPEED
animationState.travel("Roll")
move()
func attack_state(_delta):
velocity = Vector2.ZERO
animationState.travel("Attack")
func move():
velocity = move_and_slide(velocity)
func attack_animation_finished():
state = MOVE
func roll_animation_finished():
velocity = velocity * 0.5
state = MOVE
func _on_Hurtbox_area_entered(area):
stats.health -= area.damage
hurtbox.start_invincibility(0.6)
hurtbox.create_hit_effect()
var playerHurtSound = PlayerHurtSound.instance()
get_tree().current_scene.add_child(playerHurtSound)
func _on_Hurtbox_invincibility_ended() -> void:
blinkAnimationPlayer.play("Stop")
func _on_Hurtbox_invincibility_started() -> void:
blinkAnimationPlayer.play("Start")