Player.gd 1.8 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. pass
  36. func _physics_process(delta):
  37. if Input.is_action_pressed("ui_left"):
  38. if !is_moving:
  39. dire -= 1
  40. if dire < 0:
  41. dire = 3
  42. tween.rotate_char(self, rotation_degrees - 90)
  43. is_moving = true
  44. elif Input.is_action_pressed("ui_right"):
  45. dire += 1
  46. if dire > 3:
  47. dire = 0
  48. if Input.is_action_pressed("ui_up"):
  49. turn(dire)
  50. if !is_moving and !raycast.is_colliding():
  51. posix += dirx
  52. posiy += diry
  53. target_pos = Vector2(posix * 64 + 32, posiy * 64 + 32)
  54. tween.move_char(self, target_pos)
  55. is_moving = true
  56. func _on_tween_completed(o, k):
  57. is_moving = false
  58. pass
  59. func _on_area_entered(a):
  60. if a.get_parent() != $Position2D:
  61. print(a)
  62. blocks.append(a)
  63. is_blocked = true
  64. pass
  65. func _on_area_exited(a):
  66. blocks.erase(a)
  67. is_blocked = blocks.size()
  68. pass
  69. func turn(dir:int):
  70. dirx = 0
  71. diry = 0
  72. if dir == DIR_UP:
  73. raycast=get_node(rayU)
  74. diry -= 1
  75. elif dir == DIR_RIGHT:
  76. raycast=get_node(rayR)
  77. dirx += 1
  78. elif dir == DIR_DOWN:
  79. raycast=get_node(rayD)
  80. diry += 1
  81. else:
  82. raycast=get_node(rayL)
  83. dirx -= 1
  84. pass
  85. func update_avatar_dir():
  86. $Sprite.rotation_degrees = DEG_LIST[dire]