Files
project-hood/scripts/player.gd
2025-10-14 01:58:28 +02:00

39 lines
1.4 KiB
GDScript

extends CharacterBody2D
const SPEED: int = 500
@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var cam: Camera2D = $Camera2D
@export var tilemap: TileMapLayer
var tilesize: int = 32
var position_limit_rect: Rect2
func _ready() -> void:
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.size.x - 1) * tilesize
cam.limit_bottom = (used_tilemap_rect.size.y - 1) * tilesize
position_limit_rect.position = Vector2(cam.limit_left + float(tilesize) / 4, cam.limit_top + float(tilesize) / 2)
position_limit_rect.size = Vector2(cam.limit_right - float(tilesize) / 4, cam.limit_bottom - float(tilesize) / 2)
func _physics_process(delta: float) -> void:
velocity = Input.get_vector("move_left","move_right","move_up","move_down").normalized() * delta * SPEED * 3
position = position.clamp(position_limit_rect.position, position_limit_rect.size)
move_and_slide()
animated_sprite.flip_h = velocity.x < 0
if velocity.length() != 0:
animated_sprite.play()
if velocity.x != 0:
animated_sprite.animation = "side"
else:
if velocity.y < 0:
animated_sprite.animation = "up"
else:
animated_sprite.animation = "down"
else:
animated_sprite.stop()