84 lines
2.3 KiB
GDScript
84 lines
2.3 KiB
GDScript
extends CharacterBody2D
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@export var id: int = 1
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@export var max_speed: float = 90
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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var is_hitting: bool = false
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var was_moving: bool = false
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var anim_dir: String
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var def_dir: String
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func _ready() -> void:
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assert(id == 1 or id == 2, "id ("+str(id)+") is invalid")
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anim_dir = 'up' if id == 1 else 'down'
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def_dir = 'up' if id == 1 else 'down'
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sprite.play(def_dir)
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sprite.frame = 1
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sprite.pause()
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func _physics_process(_delta: float) -> void:
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var movement_vector: Vector2 = get_movement_vector()
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var direction: Vector2 = movement_vector.normalized() if not is_hitting else Vector2.ZERO
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velocity = direction * max_speed
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move_and_slide()
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var is_moving: bool = velocity.length() > 10
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if Input.is_action_pressed("hit_left") and not is_hitting:
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hit("left")
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elif Input.is_action_pressed("hit_right") and not is_hitting:
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hit("right")
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if is_moving and not is_hitting:
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if abs(velocity.x) > abs(velocity.y):
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anim_dir = 'right' if velocity.x > 0 else 'left'
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else:
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anim_dir = 'down' if velocity.y > 0 else 'up'
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sprite.play(anim_dir)
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else:
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if was_moving and not is_hitting:
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sprite.play(def_dir)
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sprite.frame = 1
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sprite.pause()
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was_moving = is_moving
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func get_movement_vector() -> Vector2:
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var x_mov: float = Input.get_action_strength('move_right') - Input.get_action_strength('move_left')
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var y_mov: float = Input.get_action_strength('move_down') - Input.get_action_strength('move_up')
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return Vector2(x_mov, y_mov)
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func hit(dir: String) -> void:
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if not is_hitting:
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sprite.play('up' if id == 1 else 'down')
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sprite.frame = 1
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sprite.pause()
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var sprite_texture: Texture2D = sprite.sprite_frames.get_frame_texture('up', 1)
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var hit_node: Area2D = preload("res://scenes/hit/hit.tscn").instantiate()
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# flip entire node horizontally if spawning left
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# flip vertically if player 2
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hit_node.scale = Vector2(
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-1 if dir == "left" else 1,
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1 if id == 1 else -1
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)
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add_child(hit_node)
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# set position according to frame width and height
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@warning_ignore("integer_division")
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hit_node.global_position = global_position + Vector2(
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(sprite_texture.get_width()/2)*(-1 if dir == "left" else 1),
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(sprite_texture.get_height()*-1) if id == 1 else 4
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)
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hit_node.timer.connect("timeout", _on_hit_end)
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is_hitting = true
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func _on_hit_end() -> void:
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is_hitting = false
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