Files
Embodiment/Player/Player.gd

151 lines
4.0 KiB
GDScript

extends KinematicBody2D
signal frozen
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
elif area.is_in_group('freeze'):
emit_signal('frozen')
$Sprite.self_modulate = Color(0, 0.5, 1)
else:
return
if health_index != 0:
health_index -= hit
if health_index < 0:
health_index = 0
hud.update_health(HEALTH_SLICES[health_index])
else:
if get_tree().change_scene('res://GUI/Level Failed.tscn') != OK:
print('ERROR: Player failed to change scene to Level Failed.')
queue_free()
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')
elif 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
func _on_SlowTime_unfreeze() -> void:
$Sprite.self_modulate = Color(1, 1, 1)
return