Basic launch
This commit is contained in:
52
Player.gd
52
Player.gd
@@ -10,7 +10,8 @@ export var jump = 30
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export var slapkill = 0.8
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var slap = 0.0
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var chargeSlap = false
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var isSlap = false;
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var isSlap = false
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var can_slap = true
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export var mouse_sensitivity = 0.03
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@@ -23,12 +24,16 @@ var movement = Vector3()
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var gravity_vec = Vector3()
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onready var head = $Head
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onready var camera = $Head/Camera
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onready var point_to = $Head/Camera/PointTo
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onready var ground_check = $GroundCheck
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onready var slap_gauge = $HUD/PlayerLayer/ActualHUD/SlapGauge
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onready var slap_animator = $HandMovement
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onready var Menu = $HUD/MenuLayer/Start
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onready var AudioSlap = $AudioSlap
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onready var AudioMegaSlap = $AudioMegaSlap
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onready var hitbox = $Head/Camera/HitBox
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onready var slap_cooldown = $SlapCooldown
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func _ready():
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slap_animator.current_animation = "basic_slap"
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@@ -67,6 +72,11 @@ func _physics_process(delta):
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if Input.is_action_just_pressed("jump") and (is_on_floor() or ground_check.is_colliding()):
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gravity_vec = Vector3.UP * jump
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if Input.is_action_just_pressed("crouch"):
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head.translate(Vector3.DOWN)
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if Input.is_action_just_released("crouch"):
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head.translate(Vector3.UP)
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if Input.is_action_pressed("move_forward"):
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direction -= transform.basis.z
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@@ -78,22 +88,28 @@ func _physics_process(delta):
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direction += transform.basis.x
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# Slappening
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if Input.is_action_pressed("slap"):
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if slap < 0.01:
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chargeSlap = true;
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elif Input.is_action_just_released("slap"):
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if chargeSlap:
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isSlap = true;
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chargeSlap = false;
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else:
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isSlap = false;
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if isSlap:
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if slap >= slapkill:
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AudioMegaSlap.play()
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if can_slap:
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if Input.is_action_pressed("slap"):
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if slap < 0.01:
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chargeSlap = true;
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elif Input.is_action_just_released("slap"):
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if chargeSlap:
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isSlap = true;
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chargeSlap = false;
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can_slap = false
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slap_cooldown.start(0.25)
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else:
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AudioSlap.play()
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isSlap = false;
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if isSlap:
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if slap >= slapkill:
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AudioMegaSlap.play()
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else:
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AudioSlap.play()
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hitbox.monitorable = true
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hitbox.slap_level = slap
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hitbox.slap_vector = point_to.get_global_transform().origin - camera.get_global_transform().origin
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if (chargeSlap):
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slap += delta * 1.5;
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else:
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@@ -116,3 +132,9 @@ func _physics_process(delta):
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# warning-ignore:return_value_discarded
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move_and_slide(movement, Vector3.UP)
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func _on_SlapCooldown_timeout():
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can_slap = true
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slap_cooldown.stop()
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hitbox.monitorable = false
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