added player animations for walking
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@@ -7,18 +7,12 @@ public partial class player : CharacterBody2D
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public string playerName;
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[Export]
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public int speed = 400;
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public Vector2 velocity;
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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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Input.GetActionStrength("move_right")
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- Input.GetActionStrength("move_left"),
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Input.GetActionStrength("move_down")
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- Input.GetActionStrength("move_up")
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).LimitLength(1)
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* speed * (float)delta
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);
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velocity = Input.GetVector("move_left", "move_right", "move_up", "move_down").LimitLength(1);
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MoveAndCollide(velocity * speed * (float)delta);
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}
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public void ChangeProcess(bool process){ if(process) ProcessMode = ProcessModeEnum.Inherit; else ProcessMode = ProcessModeEnum.Disabled; }
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public override void _Process(double delta)
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@@ -29,9 +23,30 @@ public partial class player : CharacterBody2D
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if (Input.IsActionJustPressed("move_left")) GetNode<RayCast2D>("ray_cast_2d").TargetPosition = new Vector2(-raylength, 0);
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if (Input.IsActionJustPressed("move_down")) GetNode<RayCast2D>("ray_cast_2d").TargetPosition = new Vector2(0, raylength);
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if (Input.IsActionJustPressed("move_up")) GetNode<RayCast2D>("ray_cast_2d").TargetPosition = new Vector2(0, -raylength);
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//call event in raycasted object
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if (Input.IsActionJustPressed("ui_accept") && GetNode<RayCast2D>("ray_cast_2d").IsColliding())
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GetNode<RayCast2D>("ray_cast_2d").GetCollider().Call("OnInteraction", playerName);
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//animation system (with controller support wcih cant get normalized vector)
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var animatedSprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
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if (velocity.Length() != 0)
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animatedSprite.Play();
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else
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{
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animatedSprite.Frame = 0;
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animatedSprite.Stop();
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}
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if (Input.IsActionPressed("move_right") || Input.IsActionPressed("move_left"))
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{
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animatedSprite.Animation = "move_side";
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animatedSprite.FlipH = velocity.x < 0.5;
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animatedSprite.SpeedScale = Math.Abs(velocity.x);
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}
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else if (Input.IsActionPressed("move_up") || Input.IsActionPressed("move_down"))
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{
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if (velocity.y > 0.05) animatedSprite.Animation = "move_down";
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if (velocity.y < 0.05) animatedSprite.Animation = "move_up";
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animatedSprite.FlipH = false;
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animatedSprite.SpeedScale = Math.Abs(velocity.y);
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}
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}
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}
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