extends CharacterBody2D const SPEED = 300.0 var is_attacking = false var last_action = 0 var cooldown_start = false var zoomed_in = false var starting_position = self.position signal death @onready var ai_controller = $AIController2D @onready var animated_sprite = $AnimatedSprite2D @onready var overworld = %Overworld @onready var camera = $Camera @onready var exp_label = $Camera/ExpPanel/ExpLabel @onready var hp_label = $Camera/HPPanel/HPLabel @onready var attack_timer = $AttackTimer @onready var weapon = $Weapon @onready var weapon_player = $Weapon/AnimationPlayer @export var health = 100 @export var experience = 0 func _ready(): exp_label.text = "Experience\n"+str(experience) hp_label.text = "Health\n"+str(health) func add_exp(exp_amount): experience += exp_amount ai_controller.reward = experience exp_label.text = "Experience\n"+str(experience) func change_hp(dmg): health += dmg ai_controller.reward += dmg/10 if health <= 0: health = 0 add_exp(-1) death.emit() hp_label.text = "Health\n"+str(health) func move_left(): last_action = 1 velocity.x = -SPEED func move_right(): last_action = 3 velocity.x = SPEED func move_up(): last_action = 2 velocity.y = -SPEED func move_down(): last_action = 0 velocity.y = SPEED func _physics_process(_delta): velocity.x = move_toward(velocity.x, 0, SPEED) velocity.y = move_toward(velocity.y, 0, SPEED) # Get the input direction and handle the movement/deceleration. if not is_attacking: # Handle and movement ## X Axis if Input.is_action_pressed("move_right") or ai_controller.move == 3: move_right() if Input.is_action_pressed("move_left") or ai_controller.move == 1: move_left() ## Y Axis if Input.is_action_pressed("move_up") or ai_controller.move == 2: move_up() if Input.is_action_pressed("move_down") or ai_controller.move == 0: move_down() # Handle animations if velocity.x > 0: animated_sprite.play("move_right") elif velocity.x < 0: animated_sprite.play("move_left") elif velocity.y > 0 : animated_sprite.play("move_down") elif velocity.y < 0: animated_sprite.play("move_up") # Stop movement or change direction (left/right or up/down) if Input.is_action_just_released("move_right"): if Input.is_action_pressed("move_left"): move_left() else: last_action = 3 velocity.x = move_toward(velocity.x, 0, SPEED) animated_sprite.play("idle_right") if Input.is_action_just_released("move_left"): if Input.is_action_pressed("move_right"): move_right() else: last_action = 1 velocity.x = move_toward(velocity.x, 0, SPEED) animated_sprite.play("idle_left") if Input.is_action_just_released("move_up"): if Input.is_action_pressed("move_down"): move_down() else: last_action = 2 velocity.y = move_toward(velocity.y, 0, SPEED) animated_sprite.play("idle_up") if Input.is_action_just_released("move_down"): if Input.is_action_pressed("move_up"): move_up() else: last_action = 0 velocity.y = move_toward(velocity.y, 0, SPEED) animated_sprite.play("idle_down") # Handle attacking and magic if Input.is_action_just_pressed("attack") or ai_controller.move == 4: is_attacking = true if last_action == 1: weapon.position = Vector2i(-54,14) weapon.rotation_degrees = 90*last_action animated_sprite.play("attack_left") weapon_player.play("attack") elif last_action == 2: weapon.position = Vector2i(8,-44) animated_sprite.play("attack_up") weapon.rotation_degrees = 90*last_action weapon_player.play("attack") elif last_action == 3: weapon.rotation_degrees = 90*last_action weapon.position = Vector2i(54,14) animated_sprite.play("attack_right") weapon_player.play("attack") else: weapon.position = Vector2i(-12,52) animated_sprite.play("attack_down") weapon.rotation_degrees = 90*last_action weapon_player.play("attack") # ## TODO: Fix magic #elif Input.is_action_just_pressed("cast_magic"): #is_attacking = true #velocity.x = move_toward(velocity.x, 0, SPEED) #velocity.y = move_toward(velocity.y, 0, SPEED) #if last_action == 1: #animated_sprite.play("attack_right") #elif last_action == 2: #animated_sprite.play("attack_left") #elif last_action == 3: #animated_sprite.play("attack_up") #else: #animated_sprite.play("attack_down") move_and_slide() else: attack_cooldown() func attack_cooldown(): if cooldown_start == false: attack_timer.start() cooldown_start = true # TODO: Find more elegant way to go back func _on_button_pressed(): if not zoomed_in: camera.visible = true camera.make_current() zoomed_in = true else: camera.visible = false overworld.make_current() zoomed_in = false func _on_attack_timer_timeout(): is_attacking = false cooldown_start = false weapon_player.play("RESET")