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Player.gd
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Player.gd
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extends Area2D
signal hit
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
export (int) var SPEED
var screensize
func _ready():
# Called every time the node is added to the scene.
# Initialization here
screensize = get_viewport_rect().size
#hide()
#func _process(delta):
# # Called every frame. Delta is time since last frame.
# # Update game logic here.
# pass
func _process(delta):
var velocity = Vector2()
if Input.is_action_pressed('ui_right'):
velocity.x += 1
if Input.is_action_pressed("ui_left"):
velocity.x -= 1
if Input.is_action_pressed("ui_down"):
velocity.y += 1
if Input.is_action_pressed("ui_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * SPEED
$AnimatedSprite.play()
else:
$AnimatedSprite.stop()
position += velocity * delta
position.x = clamp(position.x, 0, screensize.x)
position.y = clamp(position.y, 0, screensize.y)
if velocity.x != 0:
$AnimatedSprite.animation = "right"
$AnimatedSprite.flip_v = false
$AnimatedSprite.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite.animation = "up"
$AnimatedSprite.flip_v = velocity.y > 0
func _on_Player_body_entered(body):
hide()
emit_signal('hit')
$CollisionShape2D.disabled = true
func start(pos):
position = pos
show()
$CollisionShape2D.disabled = false