neighbor-game/scripts/player.gd

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GDScript3
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extends KinematicBody2D
class_name Player
export var MAX_SPEED := 300
export var ACCELERATION := 1000
export var FRICTION := 2000
var player_velocity = Vector2.ZERO
var state = State.IDLE
var follower : KinematicBody2D
var leader := self
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onready var sprite := $AnimatedSprite
onready var chevron_sprite := $ChevronSprite
onready var camera := $Camera2D
onready var gui := $GUI
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enum State {
MOVE,
IDLE,
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}
func set_camera_bounds(up: int, down: int, left: int, right: int):
camera.set_limit(MARGIN_TOP, up)
camera.set_limit(MARGIN_BOTTOM, down)
camera.set_limit(MARGIN_LEFT, left)
camera.set_limit(MARGIN_RIGHT, right)
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func _process(delta: float) -> void:
gui.global_position = camera.get_camera_screen_center() - Vector2(get_viewport().get_visible_rect().size.x / 2, get_viewport().get_visible_rect().size.y / 2) # Get Height)
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func _physics_process(delta: float) -> void:
match state:
State.MOVE:
_move_state(delta)
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State.IDLE:
_idle_state(delta)
chevron_sprite.visible = follower != null
if follower != null:
if follower.name == "Trolley":
chevron_sprite.set_modulate(Color(0,0.9,0))
chevron_sprite.rotation_degrees = rad2deg((follower.house_position - global_position).angle()) - 90
func _move_state(delta: float) -> void:
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var input_vector := Vector2.ZERO
input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
input_vector.normalized()
if input_vector.x < 0 and not sprite.flip_h:
sprite.flip_h = true
elif input_vector.x > 0 and sprite.flip_h:
sprite.flip_h = false
if input_vector != Vector2.ZERO:
player_velocity = player_velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
else:
player_velocity = player_velocity.move_toward(Vector2.ZERO, FRICTION * delta)
player_velocity = move_and_slide(player_velocity, Vector2( 0, 0 ), false, 4, 0.785398, false)
for i in get_slide_count():
var collision := get_slide_collision(i)
if "Trolley" in collision.collider.name or "Car" in collision.collider.name:
state = State.IDLE
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if player_velocity == Vector2.ZERO:
state = State.IDLE
func _idle_state(delta: float) -> void:
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if Input.is_action_just_pressed("ui_up") or Input.is_action_just_pressed("ui_down") or Input.is_action_just_pressed("ui_left") or Input.is_action_just_pressed("ui_right"):
sprite.set_animation("run")
state = State.MOVE
else:
sprite.set_animation("idle")
func _set_paused(paused: bool) -> void:
set_physics_process(!paused)
set_process(!paused)