80 lines
2.5 KiB
GDScript
80 lines
2.5 KiB
GDScript
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
|
|
|
|
onready var sprite := $AnimatedSprite
|
|
onready var chevron_sprite := $ChevronSprite
|
|
onready var camera := $Camera2D
|
|
onready var gui := $GUI
|
|
|
|
enum State {
|
|
MOVE,
|
|
IDLE,
|
|
}
|
|
|
|
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)
|
|
|
|
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)
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
match state:
|
|
State.MOVE:
|
|
_move_state(delta)
|
|
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:
|
|
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
|
|
if player_velocity == Vector2.ZERO:
|
|
state = State.IDLE
|
|
|
|
func _idle_state(delta: float) -> void:
|
|
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)
|