Attempt2/src/actors/players/playerE/PlayerE.gd

206 lines
7.7 KiB
GDScript

extends Actor
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
const state_stamina_cost :Dictionary = {
"jump": 10,
"attack_sword":20,
"attack_punch":10,
#"roll":40,
"roll":4,
"ledge_climb":10
}
const state_damage_amount :Dictionary = {
"attack_sword":30,
"attack_punch":10,
}
const state_to_item_map :Dictionary = {
"sword": "attack_sword" ,
"gun": "attack_shoot",
"punch" : "attack_punch",
"mushroom" : "attack_shoot"
}
var player_info_index :int
var player_data :PlayerData
## Temp Modifier to test movement modifier (getting tired)
var tired_debuff_modifier = StateModifierMovement.new()
# attack_sword = StateModifierAnimatedActor.new()
# attack_sword.setup('sword_drawn',StateModifier.TYPE.ANIMATION_SUFFIX,2.0)
# add_child(attack_sword.timeout)
# #attack_sword.animation_name = 'PoopenStein'
# attack_sword.animation_suffix = 'attack-sword'
# add_state_modifier.call_func(attack_sword)
# Called when the node enters the scene tree for the first time.
func _ready():
# I think we only want to do this for network master players now
if is_network_master():
player_info_index = PlayerInfo.register_player()
if debug_actor:
print ("Registered as player: ", player_info_index)
player_data = PlayerInfo.get_player_data(player_info_index)
PlayerInfo.get_player_data(player_info_index).player_health = health_component.health
player_data.player_inventory = player_inventory
player_data.player_stamina = stamina_component.stamina
else:
## puppets cannot get hurt, only network master.
hurtbox_component.hurtbox_entered_function = ''
# Set initial player position in world.
global_position = LevelInfo.player_start_position
## Give player punch ability at start.
var punch_item :Item = preload("res://assets/items/punch.tres")
player_inventory.add_to_inventory(punch_item)
player_inventory.select_primary(punch_item)
movement_component.state_stamina_cost = state_stamina_cost
tired_debuff_modifier.setup('so_tired', StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT)
tired_debuff_modifier.speed_start = Vector2(-40,0)
#tired_debuff_modifier.horizontal_speed = -40
tired_debuff_modifier.only_grounded = true
movement_state_machine.push_state_modifier(tired_debuff_modifier)
#var stamina_recovery :float = 0.0
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if is_network_master():
## Update position and stamina in player data
player_data.player_position = global_position.round()
player_data.player_stamina = stamina_component.stamina
match movement_state_machine.current_state.name:
"idle":
if Input.is_action_just_released("switch_primary_item_" + str(player_number)):
var _selected_item = player_inventory.switch_primary()
if _selected_item:
print("Switched Primary item to: ", _selected_item.name)
elif Input.is_action_just_released("switch_secondary_item_" + str(player_number)):
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
if stamina_component.stamina < 20 and tired_debuff_modifier.is_active == false:
tired_debuff_modifier.activate()
if stamina_component.stamina > 20 and tired_debuff_modifier.is_active == true:
tired_debuff_modifier.deactivate()
func hit_Receiver(damage):
hurtbox_component.set_hurtbox(false)
health_component.take_damage(damage)
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
print ("Got Hurt, What happend: " , PlayerInfo.get_player_data(player_info_index).player_health, " vs ", player_data.player_health)
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)
## 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:
# Do some healthy stuff.
the_thing.trigger_interaction()
return false
if the_thing is LevelTransition:
if movement_state_machine.current_state.name != 'enter_right':
if the_thing._transition_type == 'door_right':
# Make sure we're facing right.
transform.x.x = movement_component.RIGHT
movement_state_machine.change_to_known_state('enter_right')
elif the_thing._transition_type == 'door_left':
transform.x.x = movement_component.LEFT
movement_state_machine.change_to_known_state('enter_right')
the_thing.trigger_interaction()
if the_thing is ItemPickup:
player_inventory.add_to_inventory(the_thing.item, the_thing.count)
#player_inventory.select_secondary(the_thing.item)
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]:
return true
else:
return false
## 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
var _item_name :String = player_inventory.primary_selection.name
if state_to_item_map.has(_item_name):
var state_name = state_to_item_map[_item_name]
## This item state has a cost associated with it.
if enough_stamina_for(state_name):
#print("Yup: ", state_stamina_cost[state_name], "<=", stamina_component.stamina)
player_inventory.remove_from_inventory(player_inventory.primary_selection)
return state_to_item_map[_item_name]
else:
##TODO: maybe some sort of 'fail' animation state
#print("Nope: ", state_stamina_cost[state_name], "<=", stamina_component.stamina)
return '' ## you can't use this
## use item even if no stamina usage needed for it.
player_inventory.remove_from_inventory(player_inventory.primary_selection)
return state_to_item_map[_item_name]
return ''
func use_secondary_item() -> String:
if player_inventory.secondary_selection != null: # Have to make sure we even have a second
var _item_name :String = player_inventory.secondary_selection.name
if state_to_item_map.has(_item_name):
var state_name = state_to_item_map[_item_name]
if enough_stamina_for(state_name):
player_inventory.remove_from_inventory(player_inventory.secondary_selection)
return state_to_item_map[_item_name]
else:
## TODO: maybe some sort of 'fail' animation state
return ''
## use item even if no stamina usage needed for it.
player_inventory.remove_from_inventory(player_inventory.secondary_selection)
return state_to_item_map[_item_name]
return ''
func _on_Movement_StateMachine_state_changed(old_state_name, new_state):
## Reduce stamina if this state has a cost
if state_stamina_cost.has(new_state.name):
stamina_component.reduce_stamina(state_stamina_cost[new_state.name])
func _on_Health_Component_health_depleted():
movement_state_machine.change_to_known_state('death')
NetworkManager.end_game()