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Player.gd
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Player.gd
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extends Area2D
#user-defined signal: `hit`
#emitted when the player collides with an enemy
signal hit
#export: Visible in the inspector
export var speed = 400
var screen_size
#holds the click position
var target = Vector2()
# Called when the node enters the scene tree
#for the first time.
func _ready():
screen_size = get_viewport_rect().size
hide()
# Called when the input event occurs
func _input(event):
if event is InputEventScreenTouch and event.pressed:
target = event.position
#' this will be called for every frame
#' delta is the elapsed time
func _process(delta):
var velocity = Vector2() #Player's movement vector.
if position.distance_to(target) > 10:
velocity = target - position
# if Input.is_action_pressed("ui_right"):
# velocity.x += 1
# if Input.is_action_pressed("ui_left"):
# velocity.x -= 1
# if Input.is_action_pressed("ui_up"):
# velocity.y -= 1
# if Input.is_action_pressed("ui_down"):
# 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 the player is moving left, or right
if velocity.x != 0:
#use walk animation for the sprite
$AnimatedSprite.animation = "walk"
#no vertical flipping
$AnimatedSprite.flip_v = false
#flip the sprite horizontally if going left
$AnimatedSprite.flip_h = velocity.x < 0
#if the player is moving up or down
elif velocity.y != 0:
#use up animation for the sprite
$AnimatedSprite.animation = "up"
#flip the sprite vertically if going down
$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
#Initial target is start position
target = pos
show()
$CollisionShape2D.disabled = false