Honker Railway

This commit is contained in:
Page Asgardius 2024-08-16 13:54:37 -07:00
parent a43a3eb6dd
commit f6b36c722c
23 changed files with 505 additions and 30 deletions

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@ -2,6 +2,8 @@ extends CharacterBody2D
const SPEED = 300.0
var xm = 0
var ym = 0
const JUMP_VELOCITY = -400.0
var angle = 2
var sprite
@ -26,22 +28,22 @@ func _ready():
func _physics_process(delta):
# Add the gravity.
#var velocity = Vector2.ZERO
#if Global.live == 1 || (Global.xm == 0 && Global.ym == 0):
#if Global.live == 1 || (xm == 0 && ym == 0):
if speed != null:
velocity = (Vector2.RIGHT.rotated(rotation) * speed * Global.xm * delta)-Vector2.UP.rotated(rotation) * speed * Global.ym * delta
velocity = (Vector2.RIGHT.rotated(rotation) * speed * xm * delta)-Vector2.UP.rotated(rotation) * speed * 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
Global.playerx = position.x
Global.playery = position.y
if Global.ym > 0.3:
if ym > 0.3:
angle = 2
elif Global.ym < -0.3:
elif ym < -0.3:
angle = 0
elif Global.xm > 0.3:
elif xm > 0.3:
angle = 1
elif Global.xm < -0.3:
elif xm < -0.3:
angle = 3
if velocity.y != 0 || velocity.x != 0:
if angle == 0:
@ -64,10 +66,25 @@ func _physics_process(delta):
move_and_slide()
func _input(event):
xm = 0
ym = 0
if Global.live == 1:
if Global.live == 1 && !Input.is_action_pressed("schar"):
if Input.get_joy_axis(0,JOY_AXIS_LEFT_X) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_X) < -0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) < -0.2:
xm = Input.get_joy_axis(0,JOY_AXIS_LEFT_X)
ym = Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
else:
if Input.is_action_pressed("ui_left"):
xm = -1
if Input.is_action_pressed("ui_right"):
xm = 1
if Input.is_action_pressed("ui_up"):
ym = -1
if Input.is_action_pressed("ui_down"):
ym = 1
if Input.is_action_pressed("schar") && (Input.is_action_just_released("ui_up") || Input.is_action_just_released("ui_down") || Input.is_action_just_released("ui_left") || Input.is_action_just_released("ui_right")):
_charswitch()
if Input.is_action_just_pressed("shoot") && !bpress && Global.live == 1:
if Input.is_action_just_pressed("button0") && !bpress && Global.live == 1:
bpress = true
var bullet
if Global.debug:
@ -87,7 +104,7 @@ func _input(event):
new_pbullet.position = Vector2(position.x + rposition.x, position.y + rposition.y)
if new_pbullet.position.x > 0 && new_pbullet.position.y > 0 && new_pbullet.position.x < 1280 && new_pbullet.position.y < 720:
get_parent().add_child(new_pbullet)
elif Input.is_action_just_released("shoot") && bpress:
elif Input.is_action_just_released("button0") && bpress:
bpress = false
func _charinit():