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ld48/character/PlayerCharacter.gd
2021-04-25 23:38:11 +02:00

104 lines
2.9 KiB
GDScript

extends KinematicBody2D
export var run_speed: float = 50.0
export var attack_range: float = 32.0
onready var sprite: AnimatedSprite = $AnimatedSprite
var inventory: Dictionary = {}
var game_controller: Game = null
var current_lootable: Lootable = null
var last_movement_dir: Vector2 = Vector2.DOWN
onready var home = self.position
var health: float = 100.00
var basic_attack_dmg: float = 40.0
func _ready() -> void:
$AnimatedSprite.playing = true
func _physics_process(delta: float) -> void:
var direction = Vector2(
Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
).clamped(1.0)
var moving: bool = !direction.is_equal_approx(Vector2.ZERO)
if moving:
last_movement_dir = direction.normalized()
move_and_slide(direction * run_speed)
# game_controller.camera_offset = direction * run_speed * 0.5
var angle = direction.angle() if moving else last_movement_dir.angle()
# right
if angle > -0.1875 * TAU && angle < 0.1875 * TAU:
if moving:
sprite.play("run_right")
else:
sprite.play("idle_right")
# left
elif angle < -0.3125 * TAU || angle > 0.3125 * TAU:
if moving:
sprite.play("run_left")
else:
sprite.play("idle_left")
# down
elif angle > 0.0:
if moving:
sprite.play("run_down")
else:
sprite.play("idle_down")
# up
else:
if moving:
sprite.play("run_up")
else:
sprite.play("idle_up")
func _input(event: InputEvent) -> void:
if event.is_action_pressed("use"):
if current_lootable:
if !inventory.has(current_lootable.loot1):
inventory[current_lootable.loot1] = 0
inventory[current_lootable.loot1] += current_lootable.loot1_amount
if !inventory.has(current_lootable.loot2):
inventory[current_lootable.loot2] = 0
inventory[current_lootable.loot2] += current_lootable.loot2_amount
# print("%s (%d)" % [Item.type_str(current_lootable.loot1), current_lootable.loot1_amount])
# print("%s (%d)" % [Item.type_str(current_lootable.loot2), current_lootable.loot2_amount])
current_lootable.queue_free()
print_inventory()
get_tree().set_input_as_handled()
elif event.is_action_pressed("attack"):
var collision = move_and_collide(
last_movement_dir * attack_range,
true,
true,
true)
if collision && collision.collider.has_method("take_damage"):
collision.collider.take_damage(basic_attack_dmg)
get_tree().set_input_as_handled()
func entered_lootable_range(lootable):
print_debug(lootable)
current_lootable = lootable
func take_damage(dmg: float):
health -= dmg
if health <= 0.0:
self.position = home
self.health = 75
func exited_lootable_range(lootable):
if lootable == current_lootable:
current_lootable = null
func print_inventory():
print("Inventory:")
for entry in inventory:
print("%s (%d)" % [Item.type_str(entry), inventory[entry]])
func _process(delta):
DebugLabel.display(self, self.health)