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Améliorations du système d'escalade à partir de l'ensemble 2 et plus
Ajoutez un nœud RayCast2D à la scène du joueur.
Voici à quoi ressemble mon personnage. Ajoutez RayCast au début de la flèche.
En général, je vais montrer tout le code de mon personnage et essayer de le commenter le plus clairement possible.
# , .
extends KinematicBody2D
signal timer_ended # _process
const UP_VECTOR: Vector2 = Vector2(0, -1) #
const GRAVITY: int = 40 #
const MOVE_SPEED: int = 100 #
const JUMP_POWER: int = 480 #
const CLIMB_SPEED: int = 40 #
const WALL_JUMP_SPEED: int = 80 #
enum States {ON_FLOOR, ON_WALL} # , 2
onready var ray_cast: Object = $RayCast2D # .
var velocity: Vector2 = Vector2.ZERO # .
var walls: Array = [false, false, false] # . , , .
var timer_enabled: bool = false #
var climbing: bool = false # ,
var is_wall_jump: bool = false # ,
var is_double_jump: bool = true #
var right_pressed: float = 0 # ,
var left_pressed: float = 0
var timer: float = 0 #
var prev_direction: float = 0 # .
var direction: float = 0 # .
var keys: int = 0 # . ,
var current_state: int = States.ON_FLOOR #
func _ready():
ray_cast.add_exception($WallLeft) # ray_cast
ray_cast.add_exception($WallRight)
ray_cast.add_exception(self)
func _process(_delta: float) -> void: # _process
if timer > 0 or timer_enabled:
timer -= _delta # _delta
if timer <= 0 and timer_enabled:
timer_enabled = false
timer = 0 #
emit_signal("timer_ended") # .
if self.direction != 0:
self.ray_cast.cast_to *= -1
self.prev_direction = self.direction # 0
func _physics_process(_delta: float) -> void:
self.control_character()
self.pause_opened() # -
if (!self.climbing): # ,
if (!self.is_wall_jump): # self.velocity.y
self.velocity.y += GRAVITY
else: # 4
self.velocity.y += float(GRAVITY) / 4
self.velocity = self.move_and_slide(self.velocity, UP_VECTOR) # self.velocity
func check_states() -> void:
if self.is_on_floor():
self.current_state = States.ON_FLOOR
is_double_jump = true
elif self.is_on_wall():
self.current_state = States.ON_WALL
is_double_jump = true
elif self.is_on_floor() and self.is_on_wall():
self.current_state = States.ON_WALL
func fall() -> void:
self.velocity.y += GRAVITY
func update_controls(): # "" ""
if !is_wall_jump: # -
self.left_pressed = Input.get_action_strength("ui_left")
self.right_pressed = Input.get_action_strength("ui_right")
func control_character() -> void: #
check_states() #
update_controls() #
self.interact_with() # +
match current_state:
States.ON_WALL:
self.climb()
self.move()
if !climbing:
self.jump()
self.fall()
self.wall_jump()
# States.IN_AIR: #
# self.jump()
# self.move()
# self.fall()
States.ON_FLOOR:
self.jump()
self.move()
func climb():
if (walls[0] or walls[2]): # - self.climbing = "ui_climb".
self.climbing = Input.is_action_pressed("ui_climb")
else: #
self.climbing = false
func climb_up() -> void: #
self.velocity.y = (CLIMB_SPEED)
func climb_down() -> void: #
self.velocity.y = (-CLIMB_SPEED)
func move() -> void: # . ,
self.direction = self.right_pressed - self.left_pressed
if (self.climbing and !self.is_wall_jump):
if self.walls[0]: #
if direction > 0: # -
climb_up()
elif direction < 0: # -
climb_down()
else: #
self.velocity.y = 0
elif self.walls[2]: # ,
if direction < 0:
climb_up()
elif direction > 0:
climb_down()
else:
self.velocity.y = 0
# else: # ,
# self.velocity.y = 0
else: #
self.velocity.x = self.direction * float(MOVE_SPEED) * (1 + (float(self.is_wall_jump) / 2))
if !(climbing): #
if direction == 0:
$AnimatedSprite.flip_h = (-self.prev_direction >= 0)
$AnimatedSprite.play("idle")
else:
$AnimatedSprite.flip_h = direction < 0
$AnimatedSprite.play("run")
return
func jump() -> void: #
if Input.is_action_just_pressed("ui_accept"):
if is_on_floor():
self.velocity.y = -JUMP_POWER
if !is_on_floor() and is_double_jump:
is_double_jump = false
self.velocity.y = -JUMP_POWER
func wall_jump() -> void:
if Input.is_action_just_pressed("ui_accept") and Input.is_action_pressed("ui_climb"):
self.is_wall_jump = true
self.velocity.y = -JUMP_POWER
if walls[0]:
self.timer = 0.3
self.timer_enabled = true
self.right_pressed = 1 # -
yield(self, "timer_ended") #
self.right_pressed = Input.get_action_strength("ui_right")
#
elif walls[2]:
self.timer = 0.3
self.timer_enabled = true
self.left_pressed = 1 # -
yield(self, "timer_ended")
self.left_pressed = Input.get_action_strength("ui_left")
#
self.is_wall_jump = false #
func interact_with() -> void: #
if Input.is_action_pressed("ui_use"): #
var coll: Object = self.ray_cast.get_collider() #
if coll: # null
if coll.has_method("open"): # ,
use_key(coll)
elif coll.has_method("interact"):
use_object(coll)
func use_object(collider: Object) -> void: #
collider.interact(self) #
func use_key(collider: Object) -> void: # .
if self.keys > 0: #
collider.open() #
self.keys -= 1 #
func key_picked_up():
self.keys += 1
func _on_WallRight_body_entered(_body): # .
if (_body.name != self.name): # - -
self.walls[2] = true # walls true false.
func _on_WallRight_body_exited(_body): #
self.walls[2] = false #
func _on_WallLeft_body_entered(_body): #
if (_body.name != self.name): #
self.walls[0] = true #
func _on_WallLeft_body_exited(_body): #
self.walls[0] = false #
func dead():
# $Particles2D.emitting = true # -
LevelMgr.goto_scene("res://scenes/dead_screen/dead_screen.tscn") # .
func pause_opened(): #
if Input.is_action_just_pressed("ui_cancel"): #
$PositionResetter/WindowDialog.popup_centered()
Conclusion
Pour le moment, il s'agit du code de caractère le plus à jour que je viens de créer. En raison du fait que le code est complètement prêt, je n'ai rien à y ajouter séparément. Et comme j'ai pris les leçons sur les pièges dans un cycle séparé, je n'ai pas non plus rien à dire sur les exemples d'utilisation du système d'interaction. Je me suis également demandé ce que vous préféreriez découvrir dans la partie suivante et j'ai présenté ci-dessous un sondage composé d'idées de mécanique qui me sont venues à l'esprit. Merci d'avoir lu et à la prochaine fois.