2015-03-09 05:34:56 +00:00
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extends KinematicBody2D
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2015-11-21 15:13:43 +00:00
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# Member variables
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2015-03-09 05:34:56 +00:00
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const MAX_SPEED = 300.0
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const IDLE_SPEED = 10.0
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2015-11-21 15:13:43 +00:00
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const ACCEL = 5.0
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const VSCALE = 0.5
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const SHOOT_INTERVAL = 0.3
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var speed = Vector2()
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var current_anim = ""
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var current_mirror = false
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2015-03-09 05:34:56 +00:00
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2015-11-21 15:13:43 +00:00
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var shoot_countdown = 0
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2015-03-09 05:34:56 +00:00
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2015-11-21 15:13:43 +00:00
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func _input(event):
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if (event.type == InputEvent.MOUSE_BUTTON and event.button_index == 1 and event.pressed and shoot_countdown <= 0):
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var pos = get_canvas_transform().affine_inverse()*event.pos
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var dir = (pos - get_global_pos()).normalized()
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2015-03-09 05:34:56 +00:00
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var bullet = preload("res://shoot.scn").instance()
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2015-11-21 15:13:43 +00:00
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bullet.advance_dir = dir
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bullet.set_pos(get_global_pos() + dir*60)
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2015-03-09 05:34:56 +00:00
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get_parent().add_child(bullet)
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2015-11-21 15:13:43 +00:00
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shoot_countdown = SHOOT_INTERVAL
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2015-03-09 05:34:56 +00:00
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func _fixed_process(delta):
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2015-11-21 15:13:43 +00:00
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shoot_countdown -= delta
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2015-03-09 05:34:56 +00:00
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var dir = Vector2()
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if (Input.is_action_pressed("up")):
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2015-11-21 15:13:43 +00:00
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dir += Vector2(0, -1)
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2015-03-09 05:34:56 +00:00
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if (Input.is_action_pressed("down")):
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2015-11-21 15:13:43 +00:00
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dir += Vector2(0, 1)
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2015-03-09 05:34:56 +00:00
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if (Input.is_action_pressed("left")):
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2015-11-21 15:13:43 +00:00
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dir += Vector2(-1, 0)
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2015-03-09 05:34:56 +00:00
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if (Input.is_action_pressed("right")):
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2015-11-21 15:13:43 +00:00
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dir += Vector2(1, 0)
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if (dir != Vector2()):
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dir = dir.normalized()
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speed = speed.linear_interpolate(dir*MAX_SPEED, delta*ACCEL)
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var motion = speed*delta
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motion.y *= VSCALE
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motion = move(motion)
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2015-03-09 05:34:56 +00:00
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if (is_colliding()):
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var n = get_collision_normal()
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2015-11-21 15:13:43 +00:00
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motion = n.slide(motion)
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2015-03-09 05:34:56 +00:00
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move(motion)
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2015-11-21 15:13:43 +00:00
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var next_anim = ""
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var next_mirror = false
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2015-03-09 05:34:56 +00:00
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2015-11-21 15:13:43 +00:00
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if (dir == Vector2() and speed.length() < IDLE_SPEED):
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next_anim = "idle"
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next_mirror = false
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elif (speed.length() > IDLE_SPEED*0.1):
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var angle = atan2(abs(speed.x), speed.y)
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2015-03-09 05:34:56 +00:00
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2015-11-21 15:13:43 +00:00
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next_mirror = speed.x > 0
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if (angle < PI/8):
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next_anim = "bottom"
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next_mirror = false
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elif (angle < PI/4 + PI/8):
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next_anim = "bottom_left"
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elif (angle < PI*2/4 + PI/8):
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next_anim = "left"
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elif (angle < PI*3/4 + PI/8):
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next_anim = "top_left"
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2015-03-09 05:34:56 +00:00
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else:
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next_anim = "top"
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next_mirror = false
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if (next_anim != current_anim or next_mirror != current_mirror):
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2015-03-09 05:34:56 +00:00
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get_node("frames").set_flip_h(next_mirror)
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get_node("anim").play(next_anim)
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2015-11-21 15:13:43 +00:00
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current_anim = next_anim
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current_mirror = next_mirror
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2015-03-09 05:34:56 +00:00
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func _ready():
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set_fixed_process(true)
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set_process_input(true)
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