godot-ex2/Player.gd

61 lines
1.4 KiB
GDScript

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