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 _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: if pos[0] < 0: # facing left $SwordAnimation.position.x = -8 $SwordAnimation.position.y = -6 $SwordAnimation.scale.x = -1 $SwordAnimation.rotation_degrees = 0 $SwordAnimation.z_index = 0 $JavelinAnimation.position.x = -8 $JavelinAnimation.position.y = -4 $JavelinAnimation.scale.x = -1 $JavelinAnimation.rotation_degrees = 0 $JavelinAnimation.z_index = 0 elif pos[0] > 0: # facing right $SwordAnimation.position.x = 8 $SwordAnimation.position.y = -6 $SwordAnimation.scale.x = 1 $SwordAnimation.rotation_degrees = 0 $SwordAnimation.z_index = 0 $JavelinAnimation.position.x = 8 $JavelinAnimation.position.y = -4 $JavelinAnimation.scale.x = 1 $JavelinAnimation.rotation_degrees = 0 $JavelinAnimation.z_index = 0 elif pos[1] < 0: # facing up $SwordAnimation.position.x = -4 $SwordAnimation.position.y = -12 $SwordAnimation.scale.x = 1 $SwordAnimation.rotation_degrees = -90 $SwordAnimation.z_index = 0 $JavelinAnimation.position.x = 0 $JavelinAnimation.position.y = -10 $JavelinAnimation.scale.x = 1 $JavelinAnimation.rotation_degrees = -90 $JavelinAnimation.z_index = 0 elif pos[1] > 0: # facing down $SwordAnimation.position.x = 4 $SwordAnimation.position.y = 2 $SwordAnimation.scale.x = 1 $SwordAnimation.rotation_degrees = 90 $SwordAnimation.z_index = 1 $JavelinAnimation.position.x = 0 $JavelinAnimation.position.y = 0 $JavelinAnimation.scale.x = 1 $JavelinAnimation.rotation_degrees = 90 $JavelinAnimation.z_index = 1 return func add_currency(amount: int) -> void: $Inventory.add_currency(amount) return func _on_Inventory_update_currency(amount: int) -> void: hud.update_currency(amount) return func _on_Hitbox_body_entered(body: Node) -> void: if not 'enemies' in body.get_groups(): return if health_index != 0: health_index -= 1 hud.update_health(HEALTH_SLICES[health_index]) return func _input(event: InputEvent) -> void: 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.') if event.is_action_pressed("player_attack"): if hud.weapon == "sword": $SwordAnimation/SwordAttack.play("swing") elif hud.weapon == "javelin": $JavelinAnimation/JavelinAttack.play("swing") return