75 lines
1.9 KiB
GDScript
75 lines
1.9 KiB
GDScript
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extends Area2D
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signal hit
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@export var max_speed: float = 200
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@export var acceleration: float = 75
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@export var friction: float = 0.2
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var player_velocity: Vector2 = Vector2.ZERO
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var screen_size: Vector2
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var screen_area: Rect2
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func _ready() -> void:
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screen_size = get_viewport_rect().size
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var player_size: Vector2 = $CollisionShape2D.shape.get_rect().size
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screen_area = Rect2(Vector2.ZERO, screen_size)
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screen_area.position.x += player_size.x / 2
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screen_area.position.y += player_size.y / 2
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screen_area.size.x -= player_size.x / 2
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screen_area.size.y -= player_size.y / 2
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func _process(delta: float) -> void:
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var apply_velocity: Vector2 = Vector2.ZERO
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if Input.is_action_pressed("move_right"):
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apply_velocity += Vector2.RIGHT
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if Input.is_action_pressed("move_left"):
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apply_velocity += Vector2.LEFT
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if Input.is_action_pressed("move_up"):
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apply_velocity += Vector2.UP
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if Input.is_action_pressed("move_down"):
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apply_velocity += Vector2.DOWN
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apply_velocity = apply_velocity.normalized()
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player_velocity -= player_velocity * friction
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player_velocity += apply_velocity * acceleration * delta
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if player_velocity.length() > max_speed:
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player_velocity = player_velocity.normalized() * max_speed
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if player_velocity.length() < 0.1:
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player_velocity = Vector2.ZERO
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position += player_velocity
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position = position.clamp(screen_area.position, screen_area.size)
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if player_velocity.y > 0:
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$AnimatedSprite2D.flip_v = true
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elif player_velocity.y < 0:
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$AnimatedSprite2D.flip_v = false
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if player_velocity.length() > 0:
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$AnimatedSprite2D.play()
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else:
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$AnimatedSprite2D.stop()
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func start(pos):
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position = pos
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show()
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$CollisionShape2D.disabled = false
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func disable():
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hide()
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# Must be deferred as we can't change physics properties on a physics callback.
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$CollisionShape2D.set_deferred("disabled", true)
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func _on_body_entered(body):
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if body.is_in_group("mobs"):
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hit.emit()
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body.hit_player()
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