diff --git a/scenes/player/player.gd b/scenes/player/player.gd index f41a412..41181de 100644 --- a/scenes/player/player.gd +++ b/scenes/player/player.gd @@ -13,6 +13,29 @@ var v_press_tick: int = 0 ## last time vertical axis was pressed var speed_mult: float = 1.0 +var room: Room +var x_min_wrap: float +var x_max_wrap: float +var y_min_wrap: float +var y_max_wrap: float +var wrapping: bool + + +func _ready() -> void: + # TODO: better way to get current room (signal maybe?) + room = get_parent() as Room + assert(room != null, "no room attached") + + if room.config.loopable: + x_min_wrap = room.config.loop_size.position.x + x_max_wrap = room.config.loop_size.size.x + y_min_wrap = room.config.loop_size.position.y + y_max_wrap = room.config.loop_size.size.y + + wrapping = true if room.config.loopable else false + + EventBus.connect("room_loop_toggled", _on_loop_toggled) + func _input(event: InputEvent) -> void: if event.is_action_pressed("move_left") or event.is_action_pressed("move_right"): @@ -28,13 +51,20 @@ func get_movement_vector() -> Vector2: if absf(x_strength) < DEADZONE and absf(y_strength) < DEADZONE: return Vector2.ZERO - if absf(x_strength) < DEADZONE: - return Vector2(0, signf(y_strength)) - if absf(y_strength) < DEADZONE: - return Vector2(signf(x_strength), 0) + if absf(x_strength) < DEADZONE: return Vector2(0, signf(y_strength)) + if absf(y_strength) < DEADZONE: return Vector2(signf(x_strength), 0) # use most recent axis press - if h_press_tick > v_press_tick: - return Vector2(signf(x_strength), 0) - else: - return Vector2(0, signf(y_strength)) + if h_press_tick > v_press_tick: return Vector2(signf(x_strength), 0) + else: return Vector2(0, signf(y_strength)) + + +func _on_loop_toggled(enabled: bool, loop_size: Rect2i) -> void: + if enabled: + x_min_wrap = loop_size.position.x + x_max_wrap = loop_size.size.x + y_min_wrap = loop_size.position.y + y_max_wrap = loop_size.size.y + wrapping = true + + else: wrapping = false diff --git a/scenes/player/states/player_walking.gd b/scenes/player/states/player_walking.gd index 0f52567..7c2ee2e 100644 --- a/scenes/player/states/player_walking.gd +++ b/scenes/player/states/player_walking.gd @@ -13,6 +13,10 @@ func _state_physics_update(_delta: float) -> void: player.velocity = direction * player.max_speed * player.speed_mult player.move_and_slide() + + if player.wrapping: + player.position.x = wrapf(player.position.x, player.x_min_wrap, player.x_max_wrap) + player.position.y = wrapf(player.position.y, player.y_min_wrap, player.y_max_wrap) #endregion if watch_state([WALKING]): return