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