-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathplayer.gd
72 lines (54 loc) · 1.88 KB
/
player.gd
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
extends Area2D
signal hit
export var speed = 400 # how fast the player will move (pixels/sec)
var screen_size # size of the game window
var target = Vector2() #Add this variable to hold the clicked position
func _ready():
screen_size = get_viewport_rect().size
hide()
func start(pos):
position = pos
target = pos # Initial target is the start position
show()
$CollisionShape2D.disabled = false
# Change the target whenever a touch event happens.
func _input(event):
if event is InputEventScreenTouch and event.pressed:
target = event.position
func _process(delta):
var velocity = Vector2() # the player's movement vector
if position.distance_to(target)>10:
velocity = target - position
# if Input.is_action_pressed("ui_right"):
# velocity.x += 1
# if Input.is_action_pressed("ui_left"):
# velocity.x -= 1
# if Input.is_action_pressed("ui_down"):
# velocity.y += 1
# if Input.is_action_pressed("ui_up"):
# velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite.play()
else:
$AnimatedSprite.stop()
position += velocity * delta
# We still need to clamp the player's position here because on devices that don't
# match your game's aspect ratio, Godot will try to maintain it as much as possible
# by creating black borders, if necessary.
# Without clamp(), the player would be able to move under those borders.
position.x = clamp(position.x,0,screen_size.x)
position.y = clamp(position.y,0,screen_size.y)
if velocity.x != 0:
$AnimatedSprite.animation = 'walk'
$AnimatedSprite.flip_v = false
# See the note below about boolean assignment
$AnimatedSprite.flip_h = velocity.x<0
elif velocity.y != 0:
print(velocity)
$AnimatedSprite.animation = 'up'
$AnimatedSprite.flip_v = velocity.y >0
func _on_Player_body_entered(_body):
hide()
emit_signal('hit')
$CollisionShape2D.set_deferred('disabled',true)