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

53 lines
1.3 KiB
GDScript3
Raw Normal View History

2024-11-04 21:38:20 +01:00
extends KinematicBody2D
2024-03-06 18:49:01 +01:00
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var angle = 2
var weakness = 0
2024-11-07 21:39:59 +01:00
var velocity = Vector2(0,0)
2024-03-06 18:49:01 +01:00
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
2024-11-04 21:38:20 +01:00
onready var anim := $AnimationPlayer
2024-03-06 18:49:01 +01:00
func _physics_process(delta):
velocity.x = 0
velocity.y = 0
# 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
#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 velocity.y > 0.3:
angle = 2
elif velocity.y < -0.3:
angle = 0
elif velocity.x > 0.3:
angle = 1
elif velocity.x < -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()