extends Area2D # How fast the player will move (pixels/sec). export var speed = 400 # Size of the game window. var screen_size # Signals signal hit func _ready(): hide() screen_size = get_viewport_rect().size func _process(delta): var velocity = Vector2() # The player's movement vector. 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 # clamp is function that makes sure that we don't go out of the screen's # boundaries. # Clamping a value means restricting it to a given range. position.x = clamp(position.x, 0, screen_size.x) position.y = clamp(position.y, 0, screen_size.y) if velocity.x != 0: $AnimatedSprite.animation = "right" $AnimatedSprite.flip_v = false $AnimatedSprite.flip_h = velocity.x < 0 elif velocity.y != 0: $AnimatedSprite.animation = "up" $AnimatedSprite.flip_v = velocity.y > 0 func _on_Player_body_entered(body): hide() emit_signal('hit') $CollisionShape2D.set_deferred('disabled', true) func start(pos): position = pos show() $CollisionShape2D.disabled = false