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player.gd
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extends Area2D
signal hit
@export var speed = 400
var screen_size
func _ready() -> void:
screen_size = get_viewport_rect().size
hide()
func _process(delta: float) -> void:
var velocity = Vector2.ZERO
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite2D.play()
position += velocity * delta
position = position.clamp(Vector2.ZERO, screen_size)
$AnimatedSprite2D.rotation = 0
if velocity.length() == 0:
$AnimatedSprite2D.animation = "idle"
$AnimatedSprite2D.flip_v = false
$AnimatedSprite2D.flip_h = false
if velocity.x != 0:
$AnimatedSprite2D.animation = "walk"
$AnimatedSprite2D.flip_v = false
$AnimatedSprite2D.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite2D.animation = "up"
$AnimatedSprite2D.flip_v = velocity.y > 0
$AnimatedSprite2D.flip_h = false
if velocity.y > 0:
#$AnimatedSprite2D.rotate(PI/2)
$AnimatedSprite2D.rotation = PI/2
else:
#$AnimatedSprite2D.rotate(-PI/2)
$AnimatedSprite2D.rotation = -PI/2
func _on_body_entered(_body: Node2D) -> void:
hide()
hit.emit()
$CollisionShape2D.set_deferred("disabled", true)
func start(pos):
position = pos
show()
$CollisionShape2D.disabled = false