midori-school/sprites/common/player/player.gd

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GDScript3
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2024-01-27 21:10:58 +01:00
extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var angle = 2
var sprite
var anim
var csprite
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _ready():
anim = $AnimationPlayer
sprite = $Sprite2D
if Global.debug:
csprite = Global.dcpchar
sprite.texture = load(Global.pchars[Global.dparty[Global.dcpchar]])
else:
csprite = Global.cpchar
sprite.texture = load(Global.pchars[Global.party[Global.cpchar]])
csprite
func _physics_process(delta):
# Add the gravity.
#var velocity = Vector2.ZERO
if Global.live == 1:
velocity = (Vector2.RIGHT.rotated(rotation) * 500 * Global.xm * delta)-Vector2.UP.rotated(rotation) * 500 * Global.ym * delta
if Global.debug:
if Global.dcpchar != csprite:
csprite = Global.dcpchar
sprite.texture = load(Global.pchars[Global.dparty[Global.dcpchar]])
else:
if Global.cpchar != csprite:
csprite = Global.cpchar
sprite.texture = load(Global.pchars[Global.party[Global.cpchar]])
#origmpos = get_viewport().get_mouse_position()
#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
position += velocity
if Global.ym > 0.3:
angle = 2
elif Global.ym < -0.3:
angle = 0
elif Global.xm > 0.3:
angle = 1
elif Global.xm < -0.3:
angle = 3
if velocity.y != 0 || velocity.x != 0:
if angle == 0:
anim.play("nwalk")
elif angle == 1:
anim.play("ewalk")
elif angle == 3:
anim.play("wwalk")
else:
anim.play("swalk")
else:
if angle == 0:
anim.play("nidle")
elif angle == 1:
anim.play("eidle")
elif angle == 3:
anim.play("widle")
else:
anim.play("sidle")
move_and_slide()