diff --git a/src/scene-scripts/player.cs b/src/scene-scripts/player.cs index d321318..afbe2d3 100644 --- a/src/scene-scripts/player.cs +++ b/src/scene-scripts/player.cs @@ -8,13 +8,22 @@ public partial class player : CharacterBody2D [Export] public int speed = 400; public Vector2 velocity; + public AnimatedSprite2D animatedSprite; + public override void _Ready() + { + animatedSprite = GetNode("AnimatedSprite2D"); + } + public void ChangeProcess(bool process) + { + if (process) ProcessMode = ProcessModeEnum.Inherit; else ProcessMode = ProcessModeEnum.Disabled; + animatedSprite.Frame = 0; + } public override void _PhysicsProcess(double delta) { velocity = Input.GetVector("move_left", "move_right", "move_up", "move_down").LimitLength(1); MoveAndCollide(velocity * speed * (float)delta); } - public void ChangeProcess(bool process){ if(process) ProcessMode = ProcessModeEnum.Inherit; else ProcessMode = ProcessModeEnum.Disabled; } public override void _Process(double delta) { //set ray_cast target position @@ -24,10 +33,9 @@ public partial class player : CharacterBody2D if (Input.IsActionJustPressed("move_down")) GetNode("ray_cast_2d").TargetPosition = new Vector2(0, raylength); if (Input.IsActionJustPressed("move_up")) GetNode("ray_cast_2d").TargetPosition = new Vector2(0, -raylength); //call event in raycasted object - if (Input.IsActionJustPressed("ui_accept") && GetNode("ray_cast_2d").IsColliding()) + if (Input.IsActionJustPressed("ui_accept") && GetNode("ray_cast_2d").IsColliding()) GetNode("ray_cast_2d").GetCollider().Call("OnInteraction", playerName); //animation system (with controller support wcih cant get normalized vector) - var animatedSprite = GetNode("AnimatedSprite2D"); if (velocity.Length() != 0) animatedSprite.Play(); else