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Player.gd
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extends Area2D
signal hit
export var speed = 400
var screen_size
var target = Vector2()
var is_automoving = false
func _ready():
hide()
screen_size = get_viewport_rect().size
func _input(event):
if event is InputEventScreenTouch and event.pressed:
target = event.position
is_automoving = true
if event is InputEventKey and event.pressed:
is_automoving = false
func _process(delta):
var velocity = Vector2()
if is_automoving and position.distance_to(target) > 10:
velocity = target - position
if Input.is_action_pressed("right"):
velocity.x += 1
if Input.is_action_pressed("left"):
velocity.x -= 1
if Input.is_action_pressed("down"):
velocity.y += 1
if Input.is_action_pressed("up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite.play()
else:
$AnimatedSprite.stop()
position += velocity * delta
position.x = clamp(position.x, 0, screen_size.x)
position.y = clamp(position.y, 0, screen_size.y)
if velocity.x != 0:
$AnimatedSprite.animation = "walk"
$AnimatedSprite.flip_v = false
$AnimatedSprite.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite.animation = "up"
$AnimatedSprite.flip_v = velocity.y > 0
func _on_Player_body_entered(body):
hide()
emit_signal("hit")
$CollisionShape2D.set_deferred("disabled", true)
func start(pos):
position = pos
target = pos
show()
$CollisionShape2D.disabled = false