ape-ame/Player.gd
2024-04-26 16:32:56 -04:00

103 lines
2.8 KiB
GDScript

extends RigidBody2D
var speed = 1000 # move speed in pixels/sec
var rotation_speed = 3 # turning speed in radians/sec
var quare = preload("res://quare.tscn")
var exagon = preload("res://exagon.tscn")
@onready var notifier = $"../Notification"
var num_quares = 0
var max_quares = 3
var exagons = 0
var absolute_movement = false
var config = ConfigFile.new()
const idle_anim = preload("res://player_idle.gif")
const moving_anim = preload("res://player_moving.gif")
var moving = false
func _ready():
update_display()
update_animation()
if config.load("user://settings.cfg") == OK:
absolute_movement = not config.get_value("config", "relative_controls")
func update_animation():
if moving:
$AnimatedSprite2D.sprite_frames = moving_anim
else:
$AnimatedSprite2D.sprite_frames = idle_anim
$AnimatedSprite2D.play("gif")
func _physics_process(delta):
look_at(get_global_mouse_position())
var move_input = Input.get_axis("down", "up")
var side_input = Input.get_axis("right", "left")
if move_input > 0 and not moving:
moving = true
update_animation()
elif move_input <= 0 and moving:
moving = false
update_animation()
if absolute_movement:
apply_central_force(Vector2(side_input * speed, move_input * speed) * -1)
else:
apply_central_force(transform.y * side_input * speed / -2 + transform.x * move_input * speed)
func _input(event):
if event.is_action_pressed("jump"):
global_position = get_global_mouse_position()
if event.is_action_pressed("quare"):
if num_quares >= max_quares:
notifier.notify("All Quares in Use!")
return
if not $"../CollisionCheck".is_clear(get_global_mouse_position(), 60):
$"../CollisionCheck".flash()
notifier.notify("Too Close!")
return
num_quares += 1
var new_quare = quare.instantiate()
new_quare.position = get_global_mouse_position()
$/root/Node2D.add_child(new_quare)
new_quare.name = "Quare"
update_display()
if event.is_action_pressed("exagon"):
if exagons > 1:
exagons = 1
if exagons <= 0:
notifier.notify("No Exagons!")
return
if not $"../CollisionCheck".is_clear(get_global_mouse_position()):
$"../CollisionCheck".flash()
notifier.notify("Too Close!")
return
exagons -= 1
var new_exagon = exagon.instantiate()
new_exagon.position = get_global_mouse_position()
$/root/Node2D.add_child(new_exagon)
new_exagon.name = "Exagon"
update_display()
#$Gun.shoot()
func aquire_quare():
await get_tree().create_timer(3).timeout
num_quares -= 1
$QuareFX.play()
update_display()
func aquire_exagon():
await get_tree().create_timer(15).timeout
exagons += 1
$ExagonFX.play()
update_display()
func update_display():
$"../UI/Quare Count".text = "%d Quares\n" % [(max_quares - num_quares)]
func destroy():
$DeathFX.play()
get_tree().paused = true
$"../GameOver".visible = true