188 lines
5.2 KiB
C#
188 lines
5.2 KiB
C#
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using Godot;
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using System;
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public partial class Ghost : StaticBody2D
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{
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//I just tweaked the player code, cause it works.
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private Area2D probe; // probe to find the tile in the in the direction of the ghost's movement
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private AnimatedSprite2D sprite; // animated sprite of ghost
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private AudioStreamPlayer GhostMove;//some audio tracks
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private AudioStreamPlayer GhostCage;
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private Vector2 spriteMovement; // 2d vector dictating sprite's independant movement
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private bool canMove = true; // if next step can be taken
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private bool blocked; // if the player should noy move
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private int pause; //timer for when processing needs to occur
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private int idle = 99; // timer for idling based actions (animations mostly) starts high enough to skip certain animations on startup
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public bool activated; //if activated by player
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public bool facing; //if player is facing
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public bool moving; //probably redundant but it works
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public float storedSpin; //what the actual rotation of the object is used mostly for the sprite
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private void _on_probe_body_entered(Node2D body)
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{
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if (body.IsInGroup("Wall")) // if probe detects walls
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{
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blocked = true; // stops from moving
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canMove = false;
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activated = false; //stops the constant movement from reoccuring until the player reactivates it
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}
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if (body.IsInGroup("Obsticals") && !body.IsInGroup("Cage") && !body.IsInGroup("Lazer")) // if probe detects an obstical that isn't a cage or lazer
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{
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blocked = true; //stops from moving
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canMove = false;
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activated = false; //stops the constant movement from reoccuring until the player reactivates it
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}
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if (body == GetNode<StaticBody2D>("/root/OutofBody/Chloek")) // if probe detects the player somehow
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{
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blocked = true; //stops from moving
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canMove = false;
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activated = false; //stops the constant movement from reoccuring until the player reactivates it
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}
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}
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private void _on_probe_body_exited(Node2D body)
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{
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if (body.IsInGroup("Wall")) //if probe detects walls
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{
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blocked = false; // allow moving
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}
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if (body.IsInGroup("Obsticals") && !body.IsInGroup("Lazer")) //if probe detects a non-lazer obstical
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{
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blocked = false; // allow moving
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}
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if (body == GetNode<StaticBody2D>("/root/OutofBody/Chloek")) //if probe detects player
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{
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blocked = false; // allow moving
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}
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}
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private void _on_ghost_area_area_entered(Area2D area)
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{
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if (area == GetNode<Area2D>("/root/OutofBody/Chloek/Probe"))
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{
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facing = true; //the player is facing the ghost
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}
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}
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private void _on_ghost_area_area_exited(Area2D area)
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{
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if (area == GetNode<Area2D>("/root/OutofBody/Chloek/Probe"))
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{
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facing = false; //the player is no longer facing the ghost
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}
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}
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public override void _Ready() // on startup
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{
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// setting starting coditions for variables
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probe = GetNode<Area2D>("Probe");
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sprite = GetNode<AnimatedSprite2D>("GhostSprite");
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GhostMove = GetNode<AudioStreamPlayer>("GhostMove");
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GhostCage = GetNode<AudioStreamPlayer>("GhostCage");
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spriteMovement = Position;
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}
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public override void _PhysicsProcess(double delta) // updates multipul times a frame so movment happens propperly
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{
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//finished tasks become functions
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if (pause == 0)
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{
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move();
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}
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else {pause--;}
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animations();
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}
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public void animations()
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{
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idle++;
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if (sprite.GlobalPosition != Position) //if intending to move
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{
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if (idle > 0)
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{
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idle = 0;
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}
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}
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//all time based animations here
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switch (idle)
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{
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case 0: sprite.Play("Moving"); break;
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case 1: sprite.Play("Stopping"); break;
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case 60: sprite.Play("Pre-Idle"); break;
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case 100: sprite.Play("Idle"); break;
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}
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if (idle >= 60)
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{
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sprite.Rotation = 0;
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}
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else if (idle == 0)
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{
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sprite.Rotation = storedSpin;
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}
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spriteMovement = spriteMovement.MoveToward(Position, 10f); // sprite moves towards ghost's position
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sprite.GlobalPosition = spriteMovement; //seems redundant
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}
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public void move()
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{
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if (canMove == true && blocked == false && facing == true || moving == true && blocked == false && canMove == true) //if ghost can move
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{
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GhostMove.Play();
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spriteMovement = Position; //sprite snaps to previous position
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Position = probe.GlobalPosition; //ghost position changes to probe's position
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moving = true; //allows constant movement
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}
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else
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{
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//disables constant movement
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canMove = false;
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activated = false;
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moving = false;
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}
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}
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public override void _Input(InputEvent @event)
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{
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if (@event.IsActionPressed("Action"))
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{
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//actions are handled by the ghost not the player
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activated = true;
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canMove = true;
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}
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if(activated == false)
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{
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//all rotations are stored as radians not degrees
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if (@event.IsActionPressed("Up"))
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{
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probe.Position = new Vector2(0,-20);
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storedSpin = 4.712f; //sprite flips to face up
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pause = 3;
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}
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else if (@event.IsActionPressed("Down"))
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{
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probe.Position = new Vector2(0,20);
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storedSpin = 1.5708f; //sprite flips to face down
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pause = 3;
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}
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else if (@event.IsActionPressed("Left"))
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{
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probe.Position = new Vector2(-20,0);
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storedSpin = 3.1416f; //sprite flips to face left
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pause = 3;
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}
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else if (@event.IsActionPressed("Right"))
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{
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probe.Position = new Vector2(20,0);
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storedSpin = 0; //sprite flips to face right
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pause = 3;
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}
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}
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}
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}
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