class_name Player extends CharacterBody2D const SPEED: int = 800 @onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D @onready var cam: Camera2D = $Camera2D @onready var raycast: RayCast2D = $RayCast2D const RAYCAST_RAGE: int = 32 @export var tilemap: TileMapLayer var tilesize: int = 32 var position_limit_rect: Rect2 func _ready() -> void: EventManager.player = self var used_tilemap_rect: Rect2i = tilemap.get_used_rect() tilesize = tilemap.tile_set.tile_size.x cam.limit_left = used_tilemap_rect.position.x * tilesize cam.limit_top = used_tilemap_rect.position.y * tilesize cam.limit_right = used_tilemap_rect.end.x * tilesize cam.limit_bottom = used_tilemap_rect.end.y * tilesize var margin: float = float(tilesize) / 4 position_limit_rect = Rect2( Vector2(cam.limit_left + margin, cam.limit_top - margin), Vector2( (cam.limit_right - margin) - (cam.limit_left + margin), (cam.limit_bottom - margin / 2) - (cam.limit_top + margin / 2) ) ) func _process(_delta: float) -> void: if Input.is_action_just_pressed("interact") && raycast.is_colliding() && raycast.get_collider() is Interactable: var interactable: Interactable = raycast.get_collider() interactable.interact() func _physics_process(delta: float) -> void: if EventManager.player_free: var input := Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized() var raycast_input := Vector2.ZERO if abs(input.x) > abs(input.y): raycast_input.x = sign(input.x) elif abs(input.y) > 0: raycast_input.y = sign(input.y) if raycast_input != Vector2.ZERO: raycast.target_position = raycast_input * RAYCAST_RAGE velocity = input * delta * SPEED * 3 move_and_slide() position = position.clamp(position_limit_rect.position, position_limit_rect.end) if velocity.length() != 0: animated_sprite.play() animated_sprite.flip_h = false if abs(velocity.x) > abs(velocity.y): animated_sprite.animation = "side" animated_sprite.flip_h = velocity.x < 0 elif velocity.y < 0: animated_sprite.animation = "up" else: animated_sprite.animation = "down" else: animated_sprite.stop()