DashBoomColorClash/entities/Player.gd

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class_name Player extends CharacterBody3D
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@export var color : Color = Color.DODGER_BLUE
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@export var move_right_action := "move_right"
@export var move_left_action := "move_left"
@export var move_down_action := "move_down"
@export var move_up_action := "move_up"
@export var dash_action := "dash"
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@export var bomb_action := "bomb"
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@export var coloring_sprite_path : NodePath
@export var coloring_bomb_sprite_path : NodePath
@onready var geometry: MeshInstance3D = $Geometry
@onready var collision: CollisionShape3D = $CollisionShape3D
@onready var dash_stream_player: AudioStreamPlayer = $DashAudioStreamPlayer
@onready var explosion_stream_player: AudioStreamPlayer = $ExplosionAudioStreamPlayer
@onready var spawn_stream_player: AudioStreamPlayer = $SpawnAudioStreamPlayer
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var bomb_emitter_scene = preload("res://entities/BombEmitter.tscn")
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enum PlayerState {
Alive = 0,
Falling,
Dead
}
var score : int = 0
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var energy : float = 100.0
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var state : PlayerState = PlayerState.Alive
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var state_last : PlayerState = PlayerState.Dead
var radius = 0.15
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var angle = 0
var is_dashing = false
var explosion_velocity: Vector3 = Vector3.ZERO
var explosion_influence: float = 0
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var dash_time = 0
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var bomb_time = 0
var coloring_sprite : Sprite2D
var coloring_bomb_sprite : Sprite2D
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const SPEED = 5.0
const DASH_SPEED: float = 20
const DASH_DURATION: float = 0.2
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const DASH_ENERGY: float = 40
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const BOMB_DURATION: float = 0.1
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const BOMB_ENERGY: float = 60
const ENERGY_REPLENISH_RATE: float = 0.5;
const EXPLOSION_INFLUENCE_REDUCTION_RATE: float = 10.0;
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# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
coloring_sprite = get_node(coloring_sprite_path)
coloring_bomb_sprite = get_node(coloring_bomb_sprite_path)
coloring_sprite.modulate = color
coloring_sprite.visible = true
coloring_bomb_sprite.modulate = color
coloring_bomb_sprite.visible = false
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func _physics_process(delta):
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if energy < 100:
energy = min (100, energy + delta + ENERGY_REPLENISH_RATE)
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if state_last != state:
if state == PlayerState.Alive:
on_player_spawn()
elif state == PlayerState.Falling:
on_player_falling()
elif state == PlayerState.Dead:
on_player_dead()
state_last = state
if global_position.y < -5:
state = PlayerState.Dead
elif not is_on_floor():
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if not is_dashing:
velocity.y -= gravity * delta
state = PlayerState.Falling
elif state != PlayerState.Dead:
state = PlayerState.Alive
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elif state == PlayerState.Dead:
visible = false
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return
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elif state == PlayerState.Alive:
visible = true
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coloring_sprite.visible = state == PlayerState.Alive
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if bomb_time > 0:
bomb_time -= delta
if bomb_time <= 0:
coloring_bomb_sprite.visible = false
bomb_time = 0
else:
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if Input.is_action_just_pressed(bomb_action) \
and state == PlayerState.Alive \
and energy > BOMB_ENERGY:
on_drop_bomb()
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# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector(move_left_action, move_right_action, move_up_action, move_down_action)
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
angle = direction.signed_angle_to(Vector3.FORWARD, Vector3.UP)
geometry.global_basis = Basis.from_euler(Vector3(0, -angle, 0))
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
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geometry.global_basis = Basis.from_euler(Vector3(0, -angle, 0))
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if Input.is_action_just_pressed(dash_action) \
and state == PlayerState.Alive \
and energy > DASH_ENERGY:
on_dash()
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if is_dashing:
velocity.x = sin(angle) * DASH_SPEED
velocity.z = -cos(angle) * DASH_SPEED
geometry.global_basis = Basis.from_euler(Vector3(-0.3, -angle, 0))
dash_time -= delta
if dash_time <= 0:
is_dashing = false
if explosion_influence > 0:
velocity += explosion_velocity
explosion_influence = max (0, explosion_influence - EXPLOSION_INFLUENCE_REDUCTION_RATE * delta)
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move_and_slide()
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coloring_sprite.global_position = calc_coloring_position()
coloring_bomb_sprite.global_position = coloring_sprite.global_position
func calc_coloring_position():
var result = Vector2 (global_position.x * 10 + 512, global_position.z * 10 + 512)
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return result;
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func on_player_spawn():
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print ("Player " + str(name) + ": spawning")
spawn_stream_player.pitch_scale = 0.8 + randf () * 0.4
spawn_stream_player.play()
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func on_player_falling():
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print ("Player " + str(name) + ": falling")
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func on_player_dead():
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print ("Player " + str(name) + ": death")
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func on_dash():
is_dashing = true;
dash_time = DASH_DURATION
energy = max (0, energy - DASH_ENERGY)
dash_stream_player.pitch_scale = 0.9 + randf () * 0.2
dash_stream_player.play()
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func on_drop_bomb():
coloring_bomb_sprite.visible = true;
bomb_time = BOMB_DURATION
energy = max (0, energy - BOMB_ENERGY)
explosion_stream_player.pitch_scale = 0.6 + randf () * 0.2
explosion_stream_player.play()
var bomb_emitter : BombEmitter = bomb_emitter_scene.instantiate()
get_parent_node_3d().add_child(bomb_emitter)
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bomb_emitter.global_position = global_position