extends KinematicBody2D export var ACCELERATION: int = 1000 export var MAX_SPEED: int = 120 export var FRICTION: int = 1000 const HEALTH_SLICES: Array = [0, 18, 35, 50, 65, 82, 100] var health_index: int = 6 var hud: CanvasLayer = null var velocity: Vector2 = Vector2.ZERO func _ready() -> void: set_weapon_position(Vector2(1, 0)) return func _physics_process(delta: float) -> void: var input_vector: Vector2 = Vector2.ZERO input_vector.x = Input.get_action_strength('player_right') \ - Input.get_action_strength('player_left') input_vector.y = Input.get_action_strength('player_down') \ - Input.get_action_strength('player_up') input_vector = input_vector.normalized() if input_vector != Vector2.ZERO: $AnimationTree.set('parameters/Idle/blend_position', input_vector) velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta) set_weapon_position(input_vector) else: velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta) velocity = move_and_slide(velocity) return func load_hud(node: CanvasLayer) -> void: hud = node if hud.connect('add_currency', self, 'add_currency') != OK: print('ERROR: HUD "add_currency" signal already connected.') hud.update_health(HEALTH_SLICES[health_index]) hud.update_currency($Inventory.get_currency()) return func set_weapon_position(pos: Vector2) -> void: # facing left if pos[0] < 0: $Sword.rotation_degrees = -90 $Javelin.rotation_degrees = -90 # facing right elif pos[0] > 0: $Sword.rotation_degrees = 90 $Javelin.rotation_degrees = 90 # facing up elif pos[1] < 0: $Sword.rotation_degrees = 0 $Javelin.rotation_degrees = 0 # facing down elif pos[1] > 0: $Sword.rotation_degrees = 180 $Javelin.rotation_degrees = 180 return func add_currency(amount: int) -> void: $Inventory.add_currency(amount) return func has_item(item: String) -> bool: return $Inventory.contains(item) func add_item(item: String) -> void: $Inventory.add(item) return func remove_item(item: String) -> void: $Inventory.remove(item) return func _on_Inventory_update_currency(amount: int) -> void: hud.update_currency(amount) return func _on_hitbox_area_entered(area: Area2D) -> void: var hit: int = 0 if area.is_in_group('enemy_hitbox_1') or area.is_in_group('enemy_projectile_1'): hit = 1 elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'): hit = 2 elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'): hit = 3 else: return if health_index != 0: health_index -= hit if health_index < 0: health_index = 0 hud.update_health(HEALTH_SLICES[health_index]) return func _input(event: InputEvent) -> void: if event.is_action_pressed('player_attack'): if hud.weapon == 'sword': $'Sword/Sword Animation'.play('swing') elif hud.weapon == 'javelin': $'Javelin/Javelin Animation'.play('swing') if event.is_action_pressed('screenshot'): var img: Image = get_viewport().get_texture().get_data() yield(get_tree(), 'idle_frame') yield(get_tree(), 'idle_frame') img.flip_y() var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time()) var time_msecs: int = OS.get_system_time_msecs() if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK: print('ERROR: Failed saving screenshot.') return