player's paranoia
This commit is contained in:
parent
d7fab32f44
commit
8f3fc9d45d
12 changed files with 87 additions and 36 deletions
|
@ -5,9 +5,12 @@ var theta: float = 0.0
|
|||
var bullet = load("res://sprites/common/bullet/arrow.tscn")
|
||||
|
||||
const SPEED = 300.0
|
||||
const fspeed = 100.0
|
||||
const JUMP_VELOCITY = -400.0
|
||||
var vangle = 2
|
||||
var weakness = 1
|
||||
var movex = 0
|
||||
var movey = 0
|
||||
|
||||
|
||||
func _ready():
|
||||
|
@ -24,8 +27,24 @@ var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
|||
@onready var anim := $AnimationPlayer
|
||||
|
||||
func _physics_process(delta):
|
||||
velocity.x = 0
|
||||
velocity.y = 0
|
||||
if Global.live == 1:
|
||||
if Global.playerx < position.x && (position.x - Global.playerx) > 200:
|
||||
movex = -1
|
||||
elif Global.playerx > position.x && (Global.playerx - position.x) > 200:
|
||||
movex = 1
|
||||
else:
|
||||
movex = 0
|
||||
if Global.playery < position.y && (position.y - Global.playery) > 200:
|
||||
movey = -1
|
||||
elif Global.playery > position.y && (Global.playery - position.y) > 200:
|
||||
movey = 1
|
||||
else:
|
||||
movey = 0
|
||||
else:
|
||||
movex = 0
|
||||
movey = 0
|
||||
velocity.x = movex * fspeed * delta
|
||||
velocity.y = movey * fspeed * delta
|
||||
# Add the gravity.
|
||||
#var velocity = Vector2.ZERO
|
||||
#if Global.live == 1:
|
||||
|
|
|
@ -5,14 +5,19 @@ var theta: float = 0.0
|
|||
var bullet = load("res://sprites/common/bullet/snowflake.tscn")
|
||||
|
||||
const SPEED = 300.0
|
||||
const fspeed = 100.0
|
||||
const JUMP_VELOCITY = -400.0
|
||||
var vangle = 2
|
||||
var weakness = 2
|
||||
var player
|
||||
var movex = 0
|
||||
var movey = 0
|
||||
|
||||
|
||||
func _ready():
|
||||
var stimer = $Speed
|
||||
stimer.start(0.05)
|
||||
#player = get_parent().root.get_node("Player")
|
||||
|
||||
func get_vector(angle):
|
||||
theta = angle + alpha
|
||||
|
@ -24,8 +29,24 @@ var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
|||
@onready var anim := $AnimationPlayer
|
||||
|
||||
func _physics_process(delta):
|
||||
velocity.x = 0
|
||||
velocity.y = 0
|
||||
if Global.live == 1:
|
||||
if Global.playerx < position.x && (position.x - Global.playerx) > 200:
|
||||
movex = -1
|
||||
elif Global.playerx > position.x && (Global.playerx - position.x) > 200:
|
||||
movex = 1
|
||||
else:
|
||||
movex = 0
|
||||
if Global.playery < position.y && (position.y - Global.playery) > 200:
|
||||
movey = -1
|
||||
elif Global.playery > position.y && (Global.playery - position.y) > 200:
|
||||
movey = 1
|
||||
else:
|
||||
movey = 0
|
||||
else:
|
||||
movex = 0
|
||||
movey = 0
|
||||
velocity.x = movex * fspeed * delta
|
||||
velocity.y = movey * fspeed * delta
|
||||
# Add the gravity.
|
||||
#var velocity = Vector2.ZERO
|
||||
#if Global.live == 1:
|
||||
|
|
|
@ -29,6 +29,8 @@ func _physics_process(delta):
|
|||
#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
|
||||
Global.playerx = position.x
|
||||
Global.playery = position.y
|
||||
if Global.ym > 0.3:
|
||||
angle = 2
|
||||
elif Global.ym < -0.3:
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue