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

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GDScript3
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var angle = 2
var sprite
var anim
var csprite
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var bpress = false
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# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _ready():
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add_to_group("players")
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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]])
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()
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func _input(event):
if Global.live == 1:
if Input.is_action_just_pressed("shoot") && !bpress && Global.live == 1:
bpress = true
var bullet
if Global.debug:
bullet = load(Global.pbbullets[Global.dparty[Global.dcpchar]])
else:
bullet = load(Global.pbbullets[Global.party[Global.cpchar]])
var new_bullet = bullet.instantiate()
new_bullet.velocity = Vector2(0, -500).rotated(deg_to_rad(angle * 90))
var rposition = Vector2(0, -96).rotated(deg_to_rad(angle * 90))
if angle == 2:
new_bullet.position = Vector2(position.x + rposition.x, position.y + rposition.y + 98)
else:
new_bullet.position = Vector2(position.x + rposition.x, position.y + rposition.y)
if new_bullet.position.x > 0 && new_bullet.position.y > 0 && new_bullet.position.x < 1280 && new_bullet.position.y < 720:
get_parent().add_child(new_bullet)
elif Input.is_action_just_released("shoot") && bpress:
bpress = false