Player.gd 1.6 KB

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  1. extends Area2D
  2. var direction = Vector2()
  3. const DEG_UP = 0
  4. const DEG_RIGHT = 90
  5. const DEG_DOWN = 180
  6. const DEG_LEFT = 270
  7. const DEG_LIST = [DEG_UP, DEG_RIGHT, DEG_DOWN, DEG_LEFT]
  8. const DIR_UP = 0
  9. const DIR_RIGHT = 1
  10. const DIR_DOWN = 2
  11. const DIR_LEFT = 3
  12. var posix
  13. var posiy
  14. var dirx = 0
  15. var diry = 0
  16. var dire = DIR_UP
  17. var grid
  18. var is_moving = false
  19. var tween
  20. var target_pos = Vector2()
  21. var blocks = []
  22. var is_blocked:bool = false
  23. export (NodePath) var rayU
  24. export (NodePath) var rayD
  25. export (NodePath) var rayL
  26. export (NodePath) var rayR
  27. var raycast
  28. func _ready():
  29. grid = get_parent()
  30. posix = int (position.x / 64)
  31. posiy = int (position.y / 64)
  32. turn(DIR_UP)
  33. tween = $Tween
  34. tween.connect_into(self)
  35. func _physics_process(delta):
  36. if Input.is_action_pressed("ui_left"):
  37. if !is_moving:
  38. dire -= 1
  39. if dire < 0:
  40. dire = 3
  41. tween.rotate_char(self, rotation_degrees - 90)
  42. is_moving = true
  43. elif Input.is_action_pressed("ui_right"):
  44. if !is_moving:
  45. dire += 1
  46. if dire > 3:
  47. dire = 0
  48. tween.rotate_char(self, rotation_degrees + 90)
  49. is_moving = true
  50. if Input.is_action_pressed("ui_up"):
  51. turn(dire)
  52. if !is_moving and !raycast.is_colliding():
  53. posix += dirx
  54. posiy += diry
  55. target_pos = Vector2(posix * 64 + 32, posiy * 64 + 32)
  56. tween.move_char(self, target_pos)
  57. is_moving = true
  58. func _on_tween_completed(o, k):
  59. is_moving = false
  60. func turn(dir:int):
  61. dirx = 0
  62. diry = 0
  63. if dir == DIR_UP:
  64. raycast=get_node(rayU)
  65. diry -= 1
  66. elif dir == DIR_RIGHT:
  67. raycast=get_node(rayR)
  68. dirx += 1
  69. elif dir == DIR_DOWN:
  70. raycast=get_node(rayD)
  71. diry += 1
  72. else:
  73. raycast=get_node(rayL)
  74. dirx -= 1