131 lines
4.2 KiB
GDScript
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
|