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