added interaction_area to player for interacting with overlapping objects
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=5 format=3 uid="uid://ujfhvssvbgpg"]
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[gd_scene load_steps=6 format=3 uid="uid://ujfhvssvbgpg"]
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[ext_resource type="Script" path="res://src/scene-scripts/player.cs" id="1_qehox"]
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[ext_resource type="Texture2D" uid="uid://ciidukjv5k6oa" path="res://assets/textures/debug/banana.png" id="2_1l1co"]
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@@ -15,6 +15,8 @@ animations = [{
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radius = 21.0
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height = 66.0
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_jpkwv"]
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[node name="player" type="CharacterBody2D"]
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script = ExtResource("1_qehox")
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@@ -27,3 +29,11 @@ shape = SubResource("CapsuleShape2D_38v5o")
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[node name="Camera2D" type="Camera2D" parent="."]
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current = true
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zoom = Vector2(0.8, 0.8)
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[node name="interaction_area" type="Area2D" parent="."]
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[node name="interaction_collision" type="CollisionShape2D" parent="interaction_area"]
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position = Vector2(-2.27374e-13, 65)
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rotation = 1.5708
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scale = Vector2(3, 5)
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shape = SubResource("CapsuleShape2D_jpkwv")
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@@ -4,14 +4,11 @@ public partial class player : CharacterBody2D
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{
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[Export]
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public int speed = 400;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _PhysicsProcess(double delta)
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public override void _Ready()
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{
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}
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public override void _PhysicsProcess(double delta)
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{
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MoveAndCollide(new Vector2
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(
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@@ -23,4 +20,12 @@ public partial class player : CharacterBody2D
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* speed * (float)delta
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);
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}
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public override void _Process(double delta)
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{
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//rotates just interaction_area instead of whole player
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if (Input.IsActionJustPressed("move_right")) GetNode<Area2D>("interaction_area").Rotation = Mathf.Pi / -2;
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if (Input.IsActionJustPressed("move_left")) GetNode<Area2D>("interaction_area").Rotation = Mathf.Pi / 2;
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if (Input.IsActionJustPressed("move_down")) GetNode<Area2D>("interaction_area").Rotation = 0;
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if (Input.IsActionJustPressed("move_up")) GetNode<Area2D>("interaction_area").Rotation = Mathf.Pi;
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}
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}
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