Player.gd 2.6 KB

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  1. extends Area2D
  2. # Nodes
  3. var grid:TileMap
  4. onready var tween = $Tween
  5. # Misc
  6. var cell_size
  7. var cell_half_size
  8. var alive = false
  9. # Enum
  10. enum Direction {
  11. UP = 0
  12. RIGHT = 1
  13. DOWN = 2
  14. LEFT = 3
  15. }
  16. enum Side {
  17. LEFT = -1
  18. RIGHT = 1
  19. }
  20. # Movement
  21. var posix
  22. var posiy
  23. var dirx = 0
  24. var diry = 0
  25. export var dire = Direction.UP
  26. var dire_delta = 0
  27. var target_pos
  28. # Controls
  29. export var turn_left_action:String
  30. export var turn_right_action:String
  31. func _ready():
  32. add_to_group("players")
  33. spring()
  34. assert(grid)
  35. assert(turn_left_action)
  36. assert(turn_right_action)
  37. cell_size = int (grid.get_cell_size().x)
  38. cell_half_size = cell_size / 2
  39. posix = int (position.x / 64)
  40. posiy = int (position.y / 64)
  41. update_dirxy()
  42. tween.connect_into(self)
  43. func _unhandled_input(event):
  44. if event.is_pressed():
  45. if event.is_action(turn_left_action):
  46. turn(Side.LEFT)
  47. get_tree().set_input_as_handled()
  48. elif event.is_action(turn_right_action):
  49. turn(Side.RIGHT)
  50. get_tree().set_input_as_handled()
  51. func _on_game_start():
  52. move()
  53. func _on_tween_completed(_o, key):
  54. if (key == ":position"):
  55. move()
  56. func _on_crash(body):
  57. die()
  58. generate_wall()
  59. # TODO : use enum for blocks
  60. grid.set_cell(posix, posiy, 2)
  61. func generate_wall():
  62. # TODO : use enum for blocks
  63. grid.set_cell(posix - dirx, posiy - diry, 1)
  64. func turn(left_or_right:int):
  65. var current_angle = (dire + dire_delta) * 90
  66. dire_delta += left_or_right
  67. if dire_delta > Side.RIGHT:
  68. dire_delta = Side.RIGHT
  69. return
  70. elif dire_delta < Side.LEFT:
  71. dire_delta = Side.LEFT
  72. return
  73. var aim_angle = current_angle + 90 * left_or_right
  74. tween.rotate_char(self, current_angle, aim_angle)
  75. tween.start()
  76. func move():
  77. if !alive:
  78. return
  79. generate_wall()
  80. if dire_delta != 0 and !has_block_on(dire_delta):
  81. # TODO Undo sprite turn if blocked
  82. dire += dire_delta
  83. dire_delta = 0
  84. if dire < 0:
  85. dire = 3
  86. elif dire > 3:
  87. dire = 0
  88. update_dirxy()
  89. posix += dirx
  90. posiy += diry
  91. target_pos = Vector2(posix * cell_size + cell_half_size, posiy * cell_size + cell_half_size)
  92. tween.move_char(self, target_pos)
  93. tween.start()
  94. func has_block_on(left_or_right:int):
  95. var bposx:int = posix - diry * left_or_right
  96. var bposy:int = posiy + dirx * left_or_right
  97. # TODO : use enum for blocks
  98. return grid.get_cell(bposx, bposy) == 1
  99. func update_dirxy():
  100. dirx = 0
  101. diry = 0
  102. if dire == Direction.UP:
  103. diry -= 1
  104. elif dire == Direction.RIGHT:
  105. dirx += 1
  106. elif dire == Direction.DOWN:
  107. diry += 1
  108. elif dire == Direction.LEFT:
  109. dirx -= 1
  110. else:
  111. push_error("dire out of range")
  112. func die():
  113. alive = false
  114. remove_from_group("living")
  115. func spring():
  116. alive = true
  117. add_to_group("living")
  118. func is_alive():
  119. return alive