Files
project-hood/scripts/player.gd
2025-10-29 01:47:45 +01:00

131 lines
4.2 KiB
GDScript

class_name Player
extends CharacterBody2D
const SPEED: int = 1000
@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var fight_animation: AnimatedSprite2D = $FightAnimation
@onready var cam: Camera2D = $Camera2D
@onready var raycast: RayCast2D = $RayCast2D
@onready var cursor_hide_timer: Timer = $CursorHideTimer
const RAYCAST_RANGE: int = 22
@export var tilemap: TileMapLayer
var tilesize: int = 32
var position_limit_rect: Rect2
const STILL_POSITIONS: Array[String] = ["sit_down", "sit_side", "hand_down", "hand_side", "hand_up"]
var health: int = 10
var damage: int = 2
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 EventManager.player_free && !EventManager.animation_player.is_playing() && Input.is_action_just_pressed("interact"):
interact()
func interact() -> void:
var interactable: Interactable
if raycast.is_colliding() && raycast.get_collider() is Interactable:
interactable = raycast.get_collider()
else:
interactable = null
var fightable: Fightable
if raycast.is_colliding() && raycast.get_collider() is Fightable:
fightable = raycast.get_collider()
else:
fightable = null
match animated_sprite.animation:
"down":
animated_sprite.play("hand_down")
if interactable == null:
fight_animation.rotation_degrees = 0
fight_animation.play()
if !fight_animation.is_playing():
fight_animation.play()
await animated_sprite.animation_finished
animated_sprite.animation = "down"
"up":
animated_sprite.play("hand_up")
if interactable == null:
fight_animation.rotation_degrees = 180
fight_animation.play()
if !fight_animation.is_playing():
fight_animation.play()
await animated_sprite.animation_finished
animated_sprite.animation = "up"
"side":
animated_sprite.play("hand_side")
if interactable == null:
if animated_sprite.flip_h:
fight_animation.rotation_degrees = 90
else:
fight_animation.rotation_degrees = -90
if !fight_animation.is_playing():
fight_animation.play()
await animated_sprite.animation_finished
animated_sprite.animation = "side"
if interactable != null:
interactable.interact(self)
elif fightable != null:
fightable.fight(self)
func _physics_process(delta: float) -> void:
if !STILL_POSITIONS.has(animated_sprite.animation) && EventManager.player_free && !EventManager.animation_player.is_playing():
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_RANGE
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()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouse:
cursor_hide_timer.stop()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
elif EventManager.player_free && !EventManager.animation_player.is_playing() && !event.is_action("escape"):
if cursor_hide_timer.is_stopped():
cursor_hide_timer.start()
await cursor_hide_timer.timeout
Input.mouse_mode = Input.MOUSE_MODE_HIDDEN