gai-godot-games/tutorial-game/scenes/player/player.gd

75 lines
1.9 KiB
GDScript

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