Player cleanup

This commit is contained in:
Dustin 2025-04-21 23:51:24 -07:00
parent 24d8ea3210
commit f87eb297ba

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@ -6,6 +6,8 @@ export var player_number: int = 1
onready var player_inventory :InventoryManager = InventoryManager.new()
onready var stamina_component = $"%Stamina_Component"
onready var health_component = $"%Health_Component"
onready var hitbox_component = $Hitbox_Component
onready var hurtbox_component = $Hurtbox_Component
@ -46,7 +48,7 @@ func _ready():
player_data.player_stamina = stamina_component.stamina
else:
## puppets cannot get hurt, only network master.
$Hurtbox_Component.hurtbox_entered_function = ''
hurtbox_component.hurtbox_entered_function = ''
# Set initial player position in world.
global_position = LevelInfo.player_start_position
@ -66,12 +68,6 @@ func _process(delta):
## Update position and stamina in player data
player_data.player_position = global_position.round()
player_data.player_stamina = stamina_component.stamina
##TODO: well I'm not sure I like this but making a whole state receiver is silly
if state_damage_amount.has(movement_state_machine.current_state.name):
$Hitbox_Component.damage_amount = state_damage_amount[movement_state_machine.current_state.name]
else:
$Hitbox_Component.damage_amount = 10
match movement_state_machine.current_state.name:
"idle":
@ -83,13 +79,20 @@ func _process(delta):
var _selected_item = player_inventory.switch_secondary()
if _selected_item:
print("Switched Secondary item to: ", _selected_item.name)
# Adjust hitbox damage to current states or default
##TODO: well I'm not sure I like this but making a whole state receiver is silly
if state_damage_amount.has(movement_state_machine.current_state.name):
hitbox_component.damage_amount = state_damage_amount[movement_state_machine.current_state.name]
else:
hitbox_component.damage_amount = 10
func hit_Receiver(damage):
$Hurtbox_Component.set_hurtbox(false)
hurtbox_component.set_hurtbox(false)
health_component.take_damage(damage)
if $Health_Component.health > 0:
if health_component.health > 0:
movement_state_machine.change_to_known_state('hurt')
#PlayerInfo.player_health = health_component.health
player_data.player_health = health_component.health
@ -97,8 +100,9 @@ func hit_Receiver(damage):
if health_component.health <= 0:
return
yield( get_tree().create_timer(2 + movement_state_machine.get_state_reference('hurt').timeout_seconds), "timeout")
$Hurtbox_Component.set_hurtbox(true)
hurtbox_component.set_hurtbox(true)
## Interactable Receiver callback function. Anything touched goes here.
func touch_the_thing(the_thing: Interactable) -> bool:
print("You see! a THING...", the_thing.name)
if the_thing is HealthPickup:
@ -121,6 +125,7 @@ func touch_the_thing(the_thing: Interactable) -> bool:
the_thing.trigger_interaction()
return true
func enough_stamina_for(_state_name :String) -> bool:
if state_stamina_cost.has(_state_name):
if stamina_component.stamina >= state_stamina_cost[_state_name]:
@ -130,8 +135,6 @@ func enough_stamina_for(_state_name :String) -> bool:
## Return true by default because we don't have a cost for this move
return true
##DONE: We need to find a way to 'use' the item.
func use_primary_item() -> String:
if player_inventory.primary_selection != null: # Have to make sure we even have a second