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- extends Area2D
- signal hit
- @export var speed = 400 # How fast the player will move (pixels/sec).
- var screen_size # Size of the game window.
- func _ready():
- screen_size = get_viewport_rect().size
- hide()
- func _process(delta):
- var velocity = Vector2.ZERO # The player's movement vector.
- if Input.is_action_pressed(&"move_right"):
- velocity.x += 1
- if Input.is_action_pressed(&"move_left"):
- velocity.x -= 1
- if Input.is_action_pressed(&"move_down"):
- velocity.y += 1
- if Input.is_action_pressed(&"move_up"):
- velocity.y -= 1
- if velocity.length() > 0:
- velocity = velocity.normalized() * speed
- $AnimatedSprite2D.play()
- else:
- $AnimatedSprite2D.stop()
- position += velocity * delta
- position = position.clamp(Vector2.ZERO, screen_size)
- if velocity.x != 0:
- $AnimatedSprite2D.animation = &"right"
- $AnimatedSprite2D.flip_v = false
- $Trail.rotation = 0
- $AnimatedSprite2D.flip_h = velocity.x < 0
- elif velocity.y != 0:
- $AnimatedSprite2D.animation = &"up"
- rotation = PI if velocity.y > 0 else 0
- func start(pos):
- position = pos
- rotation = 0
- show()
- $CollisionShape2D.disabled = false
- func _on_Player_body_entered(_body):
- hide() # Player disappears after being hit.
- hit.emit()
- # Must be deferred as we can't change physics properties on a physics callback.
- $CollisionShape2D.set_deferred(&"disabled", true)
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