90 lines
2.7 KiB
GDScript
90 lines
2.7 KiB
GDScript
class_name Player extends CharacterBody2D
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signal point_light_toggled(enabled: bool, energy: float)
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const DEADZONE = 0.1
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@export var max_speed: float = 300.0
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var state_machine: StateMachine = $PlayerStateMachine
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@onready var point_light: PointLight2D = $PointLight2D
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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var h_press_tick: int = 0 ## last time horizontal axis was pressed
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var v_press_tick: int = 0 ## last time vertical axis was pressed
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var speed_mult: float = 1.0
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var room: Room
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var x_min_wrap: float
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var x_max_wrap: float
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var y_min_wrap: float
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var y_max_wrap: float
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var wrapping: bool
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func _ready() -> void:
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# TODO: better way to get current room (signal maybe?)
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room = get_parent() as Room
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assert(room != null, "no room attached")
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if room.config.loopable:
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x_min_wrap = room.config.loop_size.position.x
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x_max_wrap = room.config.loop_size.size.x
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y_min_wrap = room.config.loop_size.position.y
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y_max_wrap = room.config.loop_size.size.y
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wrapping = true if room.config.loopable else false
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EventBus.connect("room_loop_toggled", _on_loop_toggled)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("move_left") or event.is_action_pressed("move_right"):
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h_press_tick = Time.get_ticks_msec()
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if event.is_action_pressed("move_up") or event.is_action_pressed("move_down"):
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v_press_tick = Time.get_ticks_msec()
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func get_movement_vector() -> Vector2:
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var x_strength: float = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
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var y_strength: float = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
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if absf(x_strength) < DEADZONE and absf(y_strength) < DEADZONE:
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return Vector2.ZERO
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if absf(x_strength) < DEADZONE: return Vector2(0, signf(y_strength))
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if absf(y_strength) < DEADZONE: return Vector2(signf(x_strength), 0)
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# use most recent axis press
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if h_press_tick > v_press_tick: return Vector2(signf(x_strength), 0)
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else: return Vector2(0, signf(y_strength))
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func _physics_process(_delta: float) -> void:
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if wrapping:
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position.x = wrapf(position.x, x_min_wrap, x_max_wrap)
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position.y = wrapf(position.y, y_min_wrap, y_max_wrap)
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reset_physics_interpolation()
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func _on_loop_toggled(enabled: bool, loop_size: Rect2i) -> void:
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if enabled:
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x_min_wrap = loop_size.position.x
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x_max_wrap = loop_size.size.x
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y_min_wrap = loop_size.position.y
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y_max_wrap = loop_size.size.y
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wrapping = true
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else: wrapping = false
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func enable_point_light(enabled: bool, energy: float = 0) -> void:
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point_light.enabled = enabled
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point_light.energy = energy
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if enabled: animation_player.play("default")
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else: animation_player.pause()
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point_light_toggled.emit(enabled, energy)
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