Files
RPG-Test/src/scene-scripts/player.cs

59 lines
2.2 KiB
C#

using Godot;
using System;
public partial class player : CharacterBody2D
{
[Export] public string playerName;
[Export] public int speed = 400;
public float rayCastLength;
public Vector2 movement;
public AnimatedSprite2D animatedSprite;
public override void _Ready()
{
rayCastLength = GetNode<RayCast2D>("ray_cast_2d").TargetPosition.y;
animatedSprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
}
public void ChangeProcess(bool process)
{
if (process) ProcessMode = ProcessModeEnum.Inherit; else ProcessMode = ProcessModeEnum.Disabled;
animatedSprite.Frame = 0;
}
public override void _PhysicsProcess(double delta)
{
movement = Input.GetVector("move_left", "move_right", "move_up", "move_down");
MoveAndCollide(movement * speed * (float)delta);
}
public override void _Process(double delta)
{
//set ray_cast target position
RayCast2D rayCast = GetNode<RayCast2D>("ray_cast_2d");
Vector2 rayCastPosition = new Vector2((float)Math.Round(movement.x), (float)Math.Round(movement.y)) * rayCastLength;
if (rayCastPosition.Length() != 0) rayCast.TargetPosition = rayCastPosition;
//call event in raycasted object
if (Input.IsActionJustPressed("ui_accept") && rayCast.IsColliding())
rayCast.GetCollider().Call("OnInteraction", playerName);
//animation system (with controller support wcih cant get normalized vector)
if (movement.Length() != 0)
animatedSprite.Play();
else
{
animatedSprite.Frame = 0;
animatedSprite.Stop();
}
if (Math.Round(movement.x, 0) != 0)
{
animatedSprite.Animation = "move_side";
animatedSprite.FlipH = movement.x < 0.5;
animatedSprite.SpeedScale = Math.Abs(movement.x);
}
else if (Math.Round(movement.y, 0) != 0)
{
if (movement.y > 0.05) animatedSprite.Animation = "move_down";
if (movement.y < 0.05) animatedSprite.Animation = "move_up";
animatedSprite.FlipH = false;
animatedSprite.SpeedScale = Math.Abs(movement.y);
}
}
}