added interaction_area to player for interacting with overlapping objects

This commit is contained in:
2022-11-30 18:42:21 +01:00
parent c01a20e603
commit 68d16fbd4f
2 changed files with 23 additions and 8 deletions

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=5 format=3 uid="uid://ujfhvssvbgpg"]
[gd_scene load_steps=6 format=3 uid="uid://ujfhvssvbgpg"]
[ext_resource type="Script" path="res://src/scene-scripts/player.cs" id="1_qehox"]
[ext_resource type="Texture2D" uid="uid://ciidukjv5k6oa" path="res://assets/textures/debug/banana.png" id="2_1l1co"]
@@ -15,6 +15,8 @@ animations = [{
radius = 21.0
height = 66.0
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_jpkwv"]
[node name="player" type="CharacterBody2D"]
script = ExtResource("1_qehox")
@@ -27,3 +29,11 @@ shape = SubResource("CapsuleShape2D_38v5o")
[node name="Camera2D" type="Camera2D" parent="."]
current = true
zoom = Vector2(0.8, 0.8)
[node name="interaction_area" type="Area2D" parent="."]
[node name="interaction_collision" type="CollisionShape2D" parent="interaction_area"]
position = Vector2(-2.27374e-13, 65)
rotation = 1.5708
scale = Vector2(3, 5)
shape = SubResource("CapsuleShape2D_jpkwv")

View File

@@ -4,13 +4,10 @@ public partial class player : CharacterBody2D
{
[Export]
public int speed = 400;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _PhysicsProcess(double delta)
{
MoveAndCollide(new Vector2
@@ -23,4 +20,12 @@ public partial class player : CharacterBody2D
* speed * (float)delta
);
}
public override void _Process(double delta)
{
//rotates just interaction_area instead of whole player
if (Input.IsActionJustPressed("move_right")) GetNode<Area2D>("interaction_area").Rotation = Mathf.Pi / -2;
if (Input.IsActionJustPressed("move_left")) GetNode<Area2D>("interaction_area").Rotation = Mathf.Pi / 2;
if (Input.IsActionJustPressed("move_down")) GetNode<Area2D>("interaction_area").Rotation = 0;
if (Input.IsActionJustPressed("move_up")) GetNode<Area2D>("interaction_area").Rotation = Mathf.Pi;
}
}