2020-05-16 20:35:08 -04:00

98 lines
2.5 KiB
GDScript

extends KinematicBody2D
export var clearance_level = 0
# Environment variables
export var baseGravity : float = 9.8
# Player movment variables
export var maxMoveVelocity : float = 300
export var moveAcceleration : float = 15
export var moveFriction : float = 45
export var jumpVelocity : float = -150
var moveMotion : float = 0 # Player Input ( <- & -> )
var motion : Vector2 = Vector2(0,0) # Player's current velocity
var gui
var interactables = []
var items = []
var equiped = null
func add_item(item):
items.append(item)
equip_item(item)
func equip_item(item):
var node = get_node_or_null("Torso/RightArm/RightForearm/LeftHand/Node2D/" + item)
if node:
equiped = item
node.show()
else:
print("Tried to equip: " + item + " but item was missing!")
func add_interactable(interactable):
interactables.append(interactable)
func remove_interactable(interactable):
var loc = interactables.find(interactable)
if loc >= 0:
interactables.remove(loc)
func _physics_process(delta):
# Gravity
motion.y += baseGravity
if is_on_floor():
motion.y = 0
if not gui:
gui = get_node("/root/World/GUI")
elif not gui.is_in_dialog():
user_input()
else:
moveMotion = 0
# Apply velocity limits
moveMotion = clamp(moveMotion, -maxMoveVelocity, maxMoveVelocity)
# Apply velocity to frame
motion.x = moveMotion
animation_manager(moveMotion)
move_and_slide(motion, Vector2(0,-1))
func user_input():
if Input.is_action_just_pressed("interact") and len(interactables) > 0 and not gui.is_in_dialog():
interactables[0].interact()
if is_on_floor() and Input.is_action_just_pressed("ui_up") and Input.is_action_pressed("ui_down"):
position.y = position.y + 2
return
if(Input.is_action_pressed("ui_left")):
moveMotion -= moveAcceleration
if(Input.is_action_pressed("ui_right")):
moveMotion += moveAcceleration
if(is_on_floor() and Input.is_action_just_pressed("ui_up")):
motion.y = jumpVelocity
if is_on_floor() and (!Input.is_action_pressed("ui_left") and !Input.is_action_pressed("ui_right")):
if moveMotion > 0:
moveMotion = clamp(moveMotion - moveFriction, 0, moveMotion)
elif moveMotion < 0:
moveMotion = clamp(moveMotion + moveFriction, moveMotion, 0)
func animation_manager(motion : float):
if moveMotion > 0:
$AnimationPlayer.playback_speed = abs(motion)/200
$AnimationPlayer.play("RunRight")
elif moveMotion < 0:
$AnimationPlayer.playback_speed = abs(motion)/200
$AnimationPlayer.play("RunLeft")
else:
$AnimationPlayer.playback_speed = 1
$AnimationPlayer.play("Idle")