Test page
class_name Player
extends KinematicBody2D
signal died
export(float, 1.0, 1000.0, 1.0) var SPEED: float = 180.0
export(float, 0.01, 100.0, 0.01) var ROT_SPEED: float = 10.0
export(float, 1.0, 1000.0, 1.0) var JUMP_VELOCITY: float = 380.0
export(float, 1.0, 100.0, 1.0) var DEATH_JUMP_VELOCITY: float = 250.0
onready var sprite: AnimatedSprite = $Sprite
onready var jump_sound: AudioStreamPlayer = $JumpSound
onready var hit_sound: AudioStreamPlayer = $HitSound
onready var dead_sound: AudioStreamPlayer = $DeadSound
var gravity: float = 10 * ProjectSettings.get_setting("physics/2d/default_gravity")
var velocity: Vector2 = Vector2.ZERO
var last_collision: KinematicCollision2D
var dead: bool = false
func _physics_process(delta: float) -> void:
velocity.x = SPEED
velocity.y += gravity * delta
if Input.is_action_just_pressed("jump") and not dead:
velocity.y = -JUMP_VELOCITY
jump_sound.play()
if velocity.y < 0.0:
sprite.play()
if rotation > -PI/8:
rotate(-0.05 * ROT_SPEED)
else:
_stop_sprite()
if rotation < PI/2:
rotate(0.01 * ROT_SPEED)
# maybe can be done with move_and_collide, but this works
velocity = move_and_slide(velocity)
last_collision = get_last_slide_collision()
if not dead and last_collision:
_emit_player_died()
func _stop_sprite() -> void:
if sprite.playing:
sprite.stop()
if sprite.frame != 0:
sprite.frame = 0
# when dying because of boundary
func _on_CeilingDetector_body_entered(body: Node2D) -> void:
_emit_player_died()
func _emit_player_died() -> void:
# bit 2 corresponds to pipe (starts from 0)
set_collision_mask_bit(2, false)
dead = true
SPEED = 0.0
emit_signal("died")
# play the sounds after, because yield will take a bit of time,
# this way the camera stops when the player "dies"
velocity.y = -DEATH_JUMP_VELOCITY
velocity = move_and_slide(velocity)
hit_sound.play()
yield(hit_sound, "finished")
dead_sound.play()