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

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GDScript3
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var angle = 2
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@onready var anim := $AnimationPlayer
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
#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
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elif Global.xm > 0.3:
angle = 1
elif Global.xm < -0.3:
angle = 3
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if velocity.y != 0 || velocity.x != 0:
if angle == 0:
anim.play("nwalk")
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elif angle == 1:
anim.play("ewalk")
elif angle == 3:
anim.play("wwalk")
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else:
anim.play("swalk")
else:
if angle == 0:
anim.play("nidle")
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elif angle == 1:
anim.play("eidle")
elif angle == 3:
anim.play("widle")
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else:
anim.play("sidle")
move_and_slide()