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