godot-plateformer/_player/avatar.gd

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class_name Player extends CharacterBody2D
@onready var locomotion_comp: LocomotionComponent = %LocomotionComponent
@onready var hsm: LimboHSM = %PlayerHSM
@onready var wall_detector: WallDetector = %WallDetector
@onready var hit_box: Area2D = %HitBox
@onready var spawn_hook_comp: SpawnHookComponet = $SpawnHookComponet
@onready var foot_pos_marker: Marker2D = %FootPosMarker
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@onready var ground_companion: Area2D = %GroundCompanion
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enum Direction{LEFT,RIGHT}
var direction: Direction = Direction.RIGHT: set = _player_direction_changed
var m_jump_press: bool = false
var m_dash_press: bool = false
var m_climb_press: bool = false
var m_grap_hook_press: bool = false
##用于记录当前玩家输入的朝向
var m_input_intent_direction: Vector2
var is_dead: bool = false:
set(value):
is_dead = value
if is_dead:
locomotion_comp.is_active = false
GlobalEvent.boradcast_player_dead_event(self)
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player_dead.emit()
signal player_direction_changed(direction: Direction)
signal player_dead
##落地尘土特效
signal v_land_dust
##奔跑尘土特效
signal v_run_dust
##跳跃尘土特效
signal v_jump_dust
##跳跃声音特效
signal s_jump_sound
func _enter_tree() -> void:
GlobalEvent.register_player(self)
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func _ready() -> void:
self.player_direction_changed.connect(_handle_direction_changed)
self.hit_box.area_entered.connect(_handle_hit_box_entered)
self.hit_box.body_entered.connect(_handle_hit_box_entered)
func _draw() -> void:
draw_string(ThemeDB.fallback_font,Vector2.ZERO,str(get_wall_normal()))
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var x: float = clampf(abs(velocity.x),1,1000) * .2 * sign(velocity.x)
var y: float = clampf(abs(velocity.y),1,1000) * .2 * sign(velocity.y)
draw_line(Vector2.ZERO,Vector2(x, 0),Color.RED,4)
draw_line(Vector2.ZERO,Vector2(0, y),Color.GREEN,4)
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func _process(delta: float) -> void:
queue_redraw()
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func set_move_input(dir: Vector2) -> void:
m_input_intent_direction = dir
func get_move_input() -> Vector2:
return m_input_intent_direction
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## 更宽泛的floor检测
func get_is_on_floor() -> bool:
return self.is_on_floor() or ground_companion.has_overlapping_areas() or ground_companion.has_overlapping_bodies()
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#region 输入处理
'''对于单次的输入触发动作,我们发送一个格式为
want_to_...hsm
'''
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func press_jump() -> void:
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m_jump_press = true
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hsm.dispatch(&"trigger_jump")
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func release_jump() -> void:
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m_jump_press = false
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hsm.dispatch(&"completed_jump")
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func press_dash() -> void:
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m_dash_press = true
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hsm.dispatch(&"trigger_dash")
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func release_dash() -> void:
m_dash_press = false
hsm.dispatch(&"completed_dash")
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func press_climb() -> void:
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m_climb_press = true
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hsm.dispatch(&"trigger_climb")
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func release_climb() -> void:
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m_climb_press = false
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hsm.dispatch(&"completed_climb")
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func press_grap_hook() -> void:
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m_grap_hook_press = true
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hsm.dispatch(&"trigger_grap_hook")
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func release_grap_hook() -> void:
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m_grap_hook_press = true
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hsm.dispatch(&"completed_grap_hook")
#endregion
##玩家方向改变时更新
func _handle_direction_changed(value: Direction):
match value:
Direction.RIGHT:
wall_detector.flip_h = false
Direction.LEFT:
wall_detector.flip_h = true
func _handle_hit_box_entered(node: Node2D)-> void:
hsm.dispatch(&"try_enter_dead")
func _player_direction_changed(value: Direction):
if self.direction == value:
return
direction = value
player_direction_changed.emit(direction)
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func is_in_ground_state() -> bool:
return %Grounded.is_active()
func is_in_climb_state() -> bool:
return %Climb.is_active()
#region 特效广播
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##播放落地尘土特效
func on_land_dust() -> void:
v_land_dust.emit({"world_pos": foot_pos_marker.global_position})
##播放落地尘土特效
func on_run_dust() -> void:
v_run_dust.emit({"world_pos": foot_pos_marker.global_position})
##播放落地尘土特效
func on_jump() -> void:
v_jump_dust.emit({"world_pos": foot_pos_marker.global_position})
s_jump_sound.emit()
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#endregion
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##工具函数
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##获取当前state下的目标state
func _get_target_state_in_state(state : LimboState,target: LimboState) -> LimboState:
if state == target:
return target
var active_substate : LimboState = null
# 如果这个状态有 get_active_state() 方法,就调用
if state.has_method("get_active_state"):
active_substate = state.get_active_state()
if active_substate == target:
return target
# 如果没有子状态,返回自己
if active_substate == null:
return null
# 如果有子状态,继续递归
return _get_target_state_in_state(active_substate,target)
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static func get_direction_vector(dir: Direction) -> Vector2:
return Vector2(1,0) if dir == Direction.RIGHT else Vector2(-1,0)