clowder/scripts/plr.gd

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GDScript3
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extends CharacterBody2D
signal interact
signal interact2
const SPEED = 300.0
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@onready var gun = $gun
var has_gun = false
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@export var moving = true
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var bullets = 0
var can_shoot = true
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# Get the gravity from the project settings to be synced with RigidBody nodes.
func handle_layer(direction):
if round(direction.y) == -1:
$character/body/tail.z_index = 1
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$gun.z_index = -1
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$character/body/face.visible = false
elif round(direction.y) == 1:
$character/body/tail.z_index = 0
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$gun.z_index = 0
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$character/body/face.visible = true
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func _ready():
if not has_gun:
$gun.visible = false
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func _physics_process(_delta):
if Input.is_action_just_pressed("interact"):
interact.emit()
if Input.is_action_just_pressed("interact 2"):
interact2.emit()
if not moving: return
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gawameplay actions.
var direction = Input.get_vector("left","right","up","down")
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if Input.is_action_pressed("shoot") and can_shoot and has_gun:
var bullet = preload("res://tscn/bullet.tscn").instantiate()
bullet.position = gun.global_position
bullet.z_index = gun.z_index
var dir = (get_global_mouse_position() - gun.global_position).normalized()
bullet.global_rotation = dir.angle() + PI / 2.0
bullet.direction = dir
get_tree().current_scene.add_child(bullet)
$cooldown.start()
can_shoot = false
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if direction == Vector2(0,0):
$AnimationPlayer.current_animation = "idle"
else:
handle_layer(direction)
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if not direction.x == 0:
$character.scale.x = round(direction.x)
$AnimationPlayer.current_animation = "walk"
else:
$AnimationPlayer.current_animation = "vmove"
velocity = direction * SPEED
move_and_slide()
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func _on_cooldown_timeout():
can_shoot = true