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54 lines
1.3 KiB
GDScript
54 lines
1.3 KiB
GDScript
extends Area2D
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signal hit
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export var speed = 400 # How fast the player will move (pixels/sec).
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var screen_size # Size of the game window.
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func _ready():
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screen_size = get_viewport_rect().size
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hide()
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func _process(delta):
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var velocity = Vector2.ZERO # The player's movement vector.
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if Input.is_action_pressed("move_right"):
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velocity.x += 1
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if Input.is_action_pressed("move_left"):
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velocity.x -= 1
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if Input.is_action_pressed("move_down"):
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velocity.y += 1
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if Input.is_action_pressed("move_up"):
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velocity.y -= 1
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if velocity.length() > 0:
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velocity = velocity.normalized() * speed
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$AnimatedSprite.play()
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else:
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$AnimatedSprite.stop()
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position += velocity * delta
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position.x = clamp(position.x, 0, screen_size.x)
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position.y = clamp(position.y, 0, screen_size.y)
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if velocity.x != 0:
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$AnimatedSprite.animation = "right"
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$AnimatedSprite.flip_v = false
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$AnimatedSprite.flip_h = velocity.x < 0
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elif velocity.y != 0:
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$AnimatedSprite.animation = "up"
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$AnimatedSprite.flip_v = velocity.y > 0
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func start(pos):
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position = pos
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show()
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$CollisionShape2D.disabled = false
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func _on_Player_body_entered(_body):
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hide() # Player disappears after being hit.
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emit_signal("hit")
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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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