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extends KinematicBody2D
# member variables here, example:
# var a=2
# var b="textvar"
const MAX_SPEED = 300.0
const IDLE_SPEED = 10.0
const ACCEL=5.0
const VSCALE=0.5
const SHOOT_INTERVAL=0.3
var speed=Vector2()
var current_anim=""
var current_mirror=false
var shoot_countdown=0
func _input(ev):
if (ev.type==InputEvent.MOUSE_BUTTON and ev.button_index==1 and ev.pressed and shoot_countdown<=0):
var pos = get_canvas_transform().affine_inverse() * ev.pos
var dir = (pos-get_global_pos()).normalized()
var bullet = preload("res://shoot.scn").instance()
bullet.advance_dir=dir
bullet.set_pos( get_global_pos() + dir * 60 )
get_parent().add_child(bullet)
shoot_countdown=SHOOT_INTERVAL
func _fixed_process(delta):
shoot_countdown-=delta
var dir = Vector2()
if (Input.is_action_pressed("up")):
dir+=Vector2(0,-1)
if (Input.is_action_pressed("down")):
dir+=Vector2(0,1)
if (Input.is_action_pressed("left")):
dir+=Vector2(-1,0)
if (Input.is_action_pressed("right")):
dir+=Vector2(1,0)
if (dir!=Vector2()):
dir=dir.normalized()
speed = speed.linear_interpolate(dir*MAX_SPEED,delta*ACCEL)
var motion = speed * delta
motion.y*=VSCALE
motion=move(motion)
if (is_colliding()):
var n = get_collision_normal()
motion=n.slide(motion)
move(motion)
var next_anim=""
var next_mirror=false
if (dir==Vector2() and speed.length()<IDLE_SPEED):
next_anim="idle"
next_mirror=false
elif (speed.length()>IDLE_SPEED*0.1):
var angle = atan2(abs(speed.x),speed.y)
next_mirror = speed.x>0
if (angle<PI/8):
next_anim="bottom"
next_mirror=false
elif (angle<PI/4+PI/8):
next_anim="bottom_left"
elif (angle<PI*2/4+PI/8):
next_anim="left"
elif (angle<PI*3/4+PI/8):
next_anim="top_left"
else:
next_anim="top"
next_mirror=false
if (next_anim!=current_anim or next_mirror!=current_mirror):
get_node("frames").set_flip_h(next_mirror)
get_node("anim").play(next_anim)
current_anim=next_anim
current_mirror=next_mirror
func _ready():
# Initialization here
set_fixed_process(true)
set_process_input(true)
pass
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