Basic Projektdateien

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2025-06-04 18:25:54 +02:00
parent 302b9d1a00
commit a259079c8c
36 changed files with 1292 additions and 0 deletions

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[node name="crouchrc2" type="RayCast2D" parent="."]
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[node name="wallrunrcright1" type="RayCast2D" parent="."]
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[node name="wallrunrcright2" type="RayCast2D" parent="."]
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scale = Vector2(3.4, 1)
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View File

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View File

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View File

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View File

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View File

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View File

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View File

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View File

@ -0,0 +1,183 @@
extends CharacterBody2D
@export var speed = 350
@export var gravity = 40
@export var jump_force = 800
@export var fallvelocity_cap = 1000 # How fast the player can get when falling
@export var max_air_jumps = 1 # Number of total jumps allowed (1 = normal, 2 = double jump)
@export var crouch_mult = 1
@export var sprint_mult = 1
@onready var ap = $AnimationPlayer
@onready var sprite = $Sprite2D
@onready var cshape = $mainbody
@onready var crouch_raycast1 = $crouchrc1
@onready var crouch_raycast2 = $crouchrc2
@onready var wallrun_raycast_left1 = $wallrunrcleft1
@onready var wallrun_raycast_left2 = $wallrunrcleft2
@onready var wallrun_raycast_right1 = $wallrunrcright1
@onready var wallrun_raycast_right2 = $wallrunrcright2
@onready var wallcheck = $wallcheck
@onready var floorcheck = $floorcheck
var air_jumps_done = 0
var is_crouching = false
var stuck_under_object = false
var wallrun_available := true
var wallrun_timer := 0.0 #:= bedeutet, dass der Typ fest festgelegt ist (z.B int, bool etc.)
var wallrun_time := 1 # Dauer des Wallruns in Sekunden
var wallrun_speed := -250.0 # Geschwindigkeit nach oben (negativ wegen y-Achse)
var wallpushoff_force := 450 # Stärke des Abstoßens
var wallpushoff_timer := 0.0
var wallpushoff_time := 0.5 # dauer des pushoffs
var wallrunning := false
var pushingoffwall := false
var wallrun_direction := 0 # -1 = links, 1 = rechts
var standing_cshape = preload("res://resources/player standing cshape.tres")
var crouching_cshape = preload("res://resources/player crouching cshape.tres")
func _process(delta):
pass
func _physics_process(delta):
var horizontal_direction = Input.get_axis("move_left", "move_right")
if !is_on_floor():
velocity.y += gravity
if velocity.y > fallvelocity_cap:
velocity.y = fallvelocity_cap
else:
air_jumps_done = 0
wallrun_available = true
if Input.is_action_just_pressed("jump") && Input.is_action_pressed("move_right") && wall_detected_right() && wallrun_available:
start_wallrun(1)
elif Input.is_action_just_pressed("jump") && Input.is_action_pressed("move_left") && wall_detected_left() && wallrun_available:
start_wallrun(-1)
elif Input.is_action_just_pressed("jump"):
if is_on_floor():
velocity.y = -jump_force
elif air_jumps_done < max_air_jumps:
velocity.y = -jump_force
air_jumps_done += 1
if wallrunning:
wallrun_timer += delta
velocity.y = wallrun_speed # Bewegt nach oben
if wallrun_direction > 0 && !wallrun_raycast_right2.is_colliding():
ledgedetected()
if wallrun_direction < 1 && !wallrun_raycast_left2.is_colliding():
ledgedetected()
elif wallrun_timer >= wallrun_time:
wallpushoff()
elif pushingoffwall:
wallpushoff_timer += delta
velocity.x = speed * 0.3 * horizontal_direction + (-wallrun_direction * wallpushoff_force)
if wallpushoff_timer >= wallpushoff_time:
pushingoffwall = false
else:
velocity.x = speed * horizontal_direction * crouch_mult
if horizontal_direction != 0:
switchdirection(horizontal_direction)
if Input.is_action_just_pressed("crouch"):
crouch()
elif Input.is_action_just_released("crouch"):
if above_head_empty():
stand()
else:
if stuck_under_object != true:
stuck_under_object = true
print("player stuck under object")
if stuck_under_object && above_head_empty():
if !Input.is_action_pressed("crouch"):
stand()
stuck_under_object = false
move_and_slide()
update_animation(horizontal_direction)
func above_head_empty() -> bool:
var result = !crouch_raycast1.is_colliding() && !crouch_raycast2.is_colliding()
return result
func wall_detected_left() -> bool:
var result = wallrun_raycast_left1.is_colliding() && wallrun_raycast_left2.is_colliding()
return result
func wall_detected_right() -> bool:
var result = wallrun_raycast_right1.is_colliding() && wallrun_raycast_right2.is_colliding()
return result
func start_wallrun(direction: int):
wallrunning = true
wallrun_available = false
wallrun_direction = direction
velocity.x = 1000 * wallrun_direction # An Wand haften
print("start wallrun called")
func wallpushoff():
wallrunning = false
pushingoffwall = true
wallpushoff_timer = 0.0
wallrun_timer = 0.0
print("stop wallrun called")
func ledgedetected():
wallrunning = false
wallrun_timer = 0.0
func checkledgegrab() -> bool:
var result = wallcheck.is_colliding() && !floorcheck.is_colliding() && velocity.y == 0
return result
func update_animation(horizontal_direction):
if is_on_floor():
if horizontal_direction == 0:
if is_crouching:
ap.play("crouch idle")
else:
ap.play("idle")
else:
if is_crouching:
ap.play("crouch walk")
else:
ap.play("run")
else:
if velocity.y < 0:
if air_jumps_done == 0 :
ap.play("jump")
elif air_jumps_done == 1:
ap.play("double jump")
elif velocity.y > 0:
ap.play("fall")
func crouch():
if is_crouching:
return
is_crouching = true
crouch_mult = 0.4
cshape.shape = crouching_cshape
cshape.position.y = -31
func stand():
if is_crouching == false:
return
is_crouching = false
crouch_mult = 1
cshape.shape = standing_cshape
cshape.position.y = -44
func switchdirection(horizontal_direction):
sprite.flip_h = (horizontal_direction == -1)
sprite.position.x = horizontal_direction * 4

View File

@ -0,0 +1 @@
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