xiandie/scene/player/main_player.gd

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GDScript3
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@tool
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extends CharacterBody2D
class_name MainPlayer
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@export var camera_marker: CameraFocusMarker
@export_enum("吕萍", "吕萍爬行", "吕萍带小猫", "小小蝶") var character := "吕萍":
set(val):
character = val
# 使用 new方便在 editor 中刷新新值
current_animation_config = PlayerAnimationConfig.new().ANIMATION_CONFIG[val]
current_status = PlayerAnimationConfig.MOVEMENT_IDLE
if is_node_ready():
sprite.scale = current_animation_config["scale"]
# @export var shadow_color := Color(0.1, 0.1, 0.1, 0.7)
# var shadow_y := 0.0
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@export var player_movement_rect := Rect2(50, -500, 1400, 1000)
@export var velocity_ratio := 1.0
@export var running_locked := false
# action_locked 用于设置界面等强制锁定action_freezed 用于查看物品等锁定
# action_locked 优先级高于 action_freezed
# action_locked 对应 lock 与 unlock 方法
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@export var action_locked := false:
set(val):
action_locked = val
_process_action_lock()
# action_freezed 对应 freeze 与 release 方法
@export var action_freezed := false:
set(val):
action_freezed = val
_process_action_lock()
@export_enum("idle", "walking", "running") var current_status := 0:
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set(val):
current_status = val
_play_animation()
@export var facing_direction := Vector2(1.0, -1.0):
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set(val):
facing_direction = val
_play_animation()
# 使用 new方便在 editor 中刷新新值
var current_animation_config := (
PlayerAnimationConfig.new().ANIMATION_CONFIG[character] as Dictionary
)
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@onready var footstep_timer = %FootstepTimer as Timer
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@onready var sprite = %AnimatedSprite2D as AnimatedSprite2D
@onready var os_pivot = %OSPivot as Control
@onready var os_contaner = %PanelContainer as PanelContainer
@onready var os_label = %OSLabel as DialogueLabel
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# # animation -> {frame -> {shadow polygon}}
# var animation_shadow_polygons = {}
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func _ready() -> void:
os_contaner.modulate.a = 0.0
# set up animated sprite
sprite.scale = current_animation_config["scale"]
_play_animation()
if Engine.is_editor_hint():
return
footstep_timer.timeout.connect(_on_footstep_timer_timeout)
footstep_timer.stop()
_check_character_status()
func _enter_tree() -> void:
if is_node_ready() and not Engine.is_editor_hint():
_check_character_status()
func _check_character_status():
# 检查角色锁定状态
running_locked = ArchiveManager.archive.player_running_locked
func _on_footstep_timer_timeout():
# ground node is sibling of the player node.
var ground = get_parent() as Ground2D
if ground:
ground.play_footstep_sound()
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func _process_action_lock() -> void:
# reset status to idle or stay
if action_locked or action_freezed:
velocity = Vector2.ZERO
if (
current_status == PlayerAnimationConfig.MOVEMENT_WALKING
or current_status == PlayerAnimationConfig.MOVEMENT_RUNNING
):
current_status = PlayerAnimationConfig.MOVEMENT_IDLE
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# return whether the player status or facing direction has changed.
func _check_status(direction) -> bool:
var tmp_status = current_status
var new_facing_direction := facing_direction
if direction.x:
new_facing_direction.x = direction.x
tmp_status = PlayerAnimationConfig.MOVEMENT_WALKING
if (
not running_locked
and Input.is_action_pressed("run")
and current_animation_config["can_run"]
):
tmp_status = PlayerAnimationConfig.MOVEMENT_RUNNING
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else:
tmp_status = PlayerAnimationConfig.MOVEMENT_IDLE
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if new_facing_direction != facing_direction or tmp_status != current_status:
facing_direction = new_facing_direction
current_status = tmp_status
return true
return false
func set_facing_direction(direction: Vector2) -> void:
facing_direction = direction
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func _play_animation() -> void:
if not sprite:
return
sprite.offset = current_animation_config["foot_offset"]
sprite.scale = current_animation_config["scale"]
# reset the os label position on animation changed.
_reset_os_and_shadow_position()
# 检查动画基础偏移
check_foot_offset()
# 进一步偏移+播放动画
var config = current_animation_config[current_status]
if facing_direction.x > 0.0:
sprite.play(config[1])
if config.size() > 2:
sprite.offset += config[3]
else:
sprite.play(config[0])
if config.size() > 2:
sprite.offset += config[2]
# 播放脚步音效
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match current_status:
PlayerAnimationConfig.MOVEMENT_IDLE:
footstep_timer.stop()
PlayerAnimationConfig.MOVEMENT_WALKING:
footstep_timer.wait_time = current_animation_config["walk_footstep"]
footstep_timer.start()
PlayerAnimationConfig.MOVEMENT_RUNNING:
footstep_timer.wait_time = current_animation_config["run_footstep"]
footstep_timer.start()
# 在编辑器中不播放动画
if Engine.is_editor_hint():
footstep_timer.stop()
sprite.stop()
# 显示 os 效果
os_contaner.modulate.a = 1.0
os_label.text = "os 测试文本"
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func _get_speed(direction: Vector2) -> Vector2:
match current_status:
PlayerAnimationConfig.MOVEMENT_WALKING:
var speed_walking = current_animation_config["speed_walking"]
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return Vector2(speed_walking * direction.x, 0.0)
PlayerAnimationConfig.MOVEMENT_RUNNING:
var speed_runnig = current_animation_config["speed_runnig"]
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return Vector2(speed_runnig * direction.x, 0.0)
return Vector2(0, 0)
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func _physics_process(_delta: float) -> void:
if action_locked or action_freezed or Engine.is_editor_hint():
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velocity = Vector2.ZERO
return
var x_direction := Input.get_axis("left", "right")
var y_direction := Input.get_axis("up", "down")
var direction := Vector2(x_direction, y_direction)
_check_status(direction)
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var speed := _get_speed(direction) as Vector2
velocity.x = move_toward(velocity.x, speed.x, 300.0) * velocity_ratio
velocity.y = move_toward(velocity.y, speed.y, 300.0) * velocity_ratio
# var x = global_position.x
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move_and_slide()
global_position = global_position.clamp(player_movement_rect.position, player_movement_rect.end)
# var delta_x = global_position.x - x
# if delta_x:
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# SceneManager.player_moved_delta_x(delta_x)
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_tweak_camera_marker()
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# drag the camera marker against the player movement
# so there will be a better vision in front of the player.
func _tweak_camera_marker():
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if camera_marker != null:
camera_marker.tweak_position(velocity, facing_direction)
var lock_mutex = Mutex.new()
var release_timer: SceneTreeTimer
# lock_time: the time to lock the player action. 0 means lock forever, thus the player will be locked until release_player is called.
func freeze_player(lock_time: float, action_animation: int, auto_quit: bool) -> void:
lock_mutex.lock()
if not action_freezed:
action_freezed = true
if current_animation_config.has(action_animation):
# animation_name, scale, offset
var config = current_animation_config[action_animation]
var animation = config[0]
sprite.scale = config[1]
sprite.offset = config[2]
if not animation and config.size() >= 5:
animation = config[4] if facing_direction.x > 0.0 else config[3]
if animation and sprite.sprite_frames.has_animation(animation):
sprite.sprite_frames.set_animation_loop(animation, false)
sprite.play(animation)
if auto_quit:
# reset animation after one play
sprite.animation_finished.connect(_play_animation, CONNECT_ONE_SHOT)
if lock_time:
if release_timer and release_timer.time_left > 0:
release_timer.time_left = max(lock_time, release_timer.time_left)
else:
release_timer = get_tree().create_timer(lock_time)
release_timer.timeout.connect(release_player)
lock_mutex.unlock()
func freeze_and_play(lock_time: float, animation: String, auto_quit: bool) -> void:
lock_mutex.lock()
if not action_freezed:
action_freezed = true
if animation and sprite.sprite_frames.has_animation(animation):
sprite.sprite_frames.set_animation_loop(animation, false)
sprite.play(animation)
if auto_quit:
# reset animation after one play
sprite.animation_finished.connect(_play_animation, CONNECT_ONE_SHOT)
if lock_time:
if release_timer and release_timer.time_left > 0:
release_timer.time_left = max(lock_time, release_timer.time_left)
else:
release_timer = get_tree().create_timer(lock_time)
release_timer.timeout.connect(release_player)
lock_mutex.unlock()
func release_player():
release_timer = null
lock_mutex.lock()
action_freezed = false
# velocity_ratio = 1.0
lock_mutex.unlock()
# _play_animation()
# func _draw() -> void:
# # 绘制阴影,暂不启用
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# var animation = sprite.animation
# if not animation:
# return
# if not animation_shadow_polygons.has(animation):
# _build_shadow_polygons(animation)
# var animation_polygons = animation_shadow_polygons[animation]
# if animation_polygons.has(sprite.frame):
# draw_polygon(animation_polygons[sprite.frame], [shadow_color])
# else:
# printerr("No shadow polygon found for frame %d" % sprite.frame)
# func _build_shadow_polygons(animation):
# var frames = sprite.sprite_frames
# var coords_dict = {}
# for i in frames.get_frame_count(animation):
# var texture = frames.get_frame_texture(animation, i) as Texture2D
# if not texture:
# continue
# var image = texture.get_image()
# var x_min = 10000
# var x_max = -1
# for y in range(texture.get_height()):
# for x in range(texture.get_width()):
# var color = image.get_pixel(x, y)
# if color.a > 0.0:
# x_min = min(x_min, x)
# x_max = max(x_max, x)
# if x_min >= x_max:
# continue
# var oval_ab: Vector2
# oval_ab.x = (x_max - x_min) * 0.5
# oval_ab.y = max(3.0, oval_ab.x * 0.12)
# var x_offset = (x_max - x_min) * 0.5 + x_min - texture.get_width() * 0.5
# var coords: PackedVector2Array
# # build shadow oval shape with segments.
# var segments = 16
# for j in range(segments):
# var angle = PI * 2 / segments * j
# var x = cos(angle) * oval_ab.x + x_offset
# var y = sin(angle) * oval_ab.y + shadow_y
# coords.append(Vector2(x, y))
# coords_dict[i] = coords
# animation_shadow_polygons[animation] = coords_dict
func _reset_os_and_shadow_position():
if sprite and sprite.animation:
# reset the os label position
# var texture = sprite.sprite_frames.get_frame_texture(sprite.animation, 0) as Texture2D
# var size = texture.get_size()
# os_pivot.position.y = -size.y * 0.5 * sprite.scale.x
os_pivot.position.y = -abs(current_animation_config["os_height"])
# reset the shadow position
# shadow_y = size.y * 0.5
var os_tween: Tween
func pop_os(lines := []):
if os_tween:
os_tween.kill()
os_tween = create_tween()
os_label.text = ""
os_tween.tween_property(os_contaner, "modulate:a", 1.0, 0.2)
for line in lines:
var duration = max(min(4.0, line.text.length() * 0.2), 2.0) - 0.4
os_tween.tween_callback(_os_load_line.bind(line))
os_tween.tween_callback(os_label.type_out)
os_tween.tween_interval(duration)
os_tween.tween_property(os_contaner, "modulate:a", 0.0, 0.2)
func _os_load_line(line):
os_label.dialogue_line = line
# animation -> offset_y
var foot_offset_dict = {}
func check_foot_offset():
var animation = sprite.animation
if (
current_animation_config.has("auto_foot_offset")
and current_animation_config["auto_foot_offset"]
):
sprite.offset = Vector2.ZERO
if not foot_offset_dict.has(animation):
var frame_y = sprite.sprite_frames.get_frame_texture(animation, 0).get_size().y
foot_offset_dict[animation] = frame_y * 0.5
# 从屏幕下边缘算起
global_position.y = 158.0 - foot_offset_dict[animation]
elif current_animation_config.has("foot_offset"):
sprite.offset = current_animation_config["foot_offset"]
# 从地面高度设置 y 坐标
func set_y_from_ground(player_y: float) -> void:
if (
current_animation_config.has("auto_foot_offset")
and current_animation_config["auto_foot_offset"]
):
# 无视地面 y使用动画帧中的 y
if GlobalConfig.DEBUG:
print("set_y_from_ground: auto_foot_offset")
else:
global_position.y = player_y
func walk_to(pos: Vector2, duration: float) -> void:
var tween = create_tween()
velocity = Vector2.ZERO
if pos.x < global_position.x:
facing_direction.x = -1.0
elif pos.x > global_position.x:
facing_direction.x = 1.0
_check_status(facing_direction)
_play_animation()
if GlobalConfig.DEBUG:
print("walk_to:", pos, duration, " from:", global_position)
# 不同距离下,行走时长略做自适应
var time_cost = min(duration, global_position.distance_to(pos) / 50.0)
if time_cost < duration:
tween.tween_interval(duration - time_cost)
tween.tween_property(self, "global_position", pos, time_cost)
tween.tween_callback(_after_walk_to)
func _after_walk_to():
velocity = Vector2.ZERO
current_status = PlayerAnimationConfig.MOVEMENT_IDLE
_play_animation()