notSpore/evolve-die-repeat/molecular/molecular_player.gd

69 lines
1.9 KiB
GDScript

extends CharacterBody2D
@export var attack_duration = 0.12 # TODO: finetune
@export var attack_cooldown_duration = 0.4
@onready var attack_area: Area2D = $AttackArea
@onready var attack_timer: Timer = $AttackTimer
@onready var attack_cooldown_timer: Timer = $AttackCooldownTimer
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@export var speed = 200
var damage = 10
var can_attack = true
func _ready() -> void:
var screen_size = get_viewport_rect().size
GameManager.init_screen_size(screen_size.x, screen_size.y)
attack_area.monitoring = false # no collision until attacking
attack_timer.wait_time = attack_duration
attack_cooldown_timer.wait_time = attack_cooldown_duration
func _process(delta):
velocity = Vector2.ZERO
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
if Input.is_action_pressed("try_attack"):
try_attack()
if not velocity.is_zero_approx():
look_at(velocity * 1000000) # FIXME: ideally we look_at a point at infinity
# or rotate the player some other way
move_and_collide(speed * velocity * delta)
#position += speed * velocity * delta
position = GameManager.get_boundaried_position(position)
func try_attack() -> void:
if not can_attack:
return
attack()
func attack() -> void:
can_attack = false
attack_area.monitoring = true
attack_timer.start()
sprite.play("attacking")
func _on_attack_timeout() -> void:
attack_area.monitoring = false
attack_cooldown_timer.start()
func _on_cooldown_timeout() -> void:
can_attack = true
sprite.play("default")
func _on_attack_hit(body: Node2D) -> void:
if body.is_in_group("prey") or body.is_in_group("predators"):
if body.has_method("handle_damage"):
body.handle_damage(damage)
elif body.is_in_group("resources"):
pass
# TODO: resource handling logic