girlwillneversingagain/scenes/player/player.gd
2025-11-24 18:51:54 -03:00

90 lines
2.7 KiB
GDScript

class_name Player extends CharacterBody2D
signal point_light_toggled(enabled: bool, energy: float)
const DEADZONE = 0.1
@export var max_speed: float = 300.0
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var state_machine: StateMachine = $PlayerStateMachine
@onready var point_light: PointLight2D = $PointLight2D
@onready var animation_player: AnimationPlayer = $AnimationPlayer
var h_press_tick: int = 0 ## last time horizontal axis was pressed
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"):
h_press_tick = Time.get_ticks_msec()
if event.is_action_pressed("move_up") or event.is_action_pressed("move_down"):
v_press_tick = Time.get_ticks_msec()
func get_movement_vector() -> Vector2:
var x_strength: float = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
var y_strength: float = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
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)
# 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))
func _physics_process(_delta: float) -> void:
if wrapping:
position.x = wrapf(position.x, x_min_wrap, x_max_wrap)
position.y = wrapf(position.y, y_min_wrap, y_max_wrap)
reset_physics_interpolation()
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
func enable_point_light(enabled: bool, energy: float = 0) -> void:
point_light.enabled = enabled
point_light.energy = energy
if enabled: animation_player.play("default")
else: animation_player.pause()
point_light_toggled.emit(enabled, energy)