pirate-survivors/Characters/player.gd
2026-01-18 14:40:24 +01:00

65 lines
1.8 KiB
GDScript

extends RigidBody2D
@export var speed = 400
var score : int = 0
@export var bullet_scene: PackedScene
@export var life_max : float = 30
@onready var life : float = life_max
var screen_size
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
screen_size = get_viewport_rect().size
$ShootTimer.timeout.connect(_on_shoot_timer_timeout)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(_delta: float) -> void:
var velocity = Vector2.ZERO # The player's movement vector.
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 velocity.length() > 0:
velocity = velocity.normalized() * speed
rotation = velocity.angle() #velocity.angle() + PI/2
#position += velocity * delta
apply_central_force(velocity)
var map_size = Vector2(1000, 1000)
var velocity2 = Vector2.ZERO
if position.x <= 0 or position.x >= map_size.x:
velocity2.x = -linear_velocity.x
if position.y <= 0 or position.y >= map_size.y:
velocity2.y = -linear_velocity.y
if velocity2.length():
linear_velocity = velocity2
func _on_shoot_timer_timeout():
_shoot(Vector2(0, 40))
_shoot(Vector2(0, -40))
func _shoot(socket : Vector2):
var bullet = bullet_scene.instantiate()
bullet.position = position + socket.rotated(self.rotation)
bullet.rotation = self.rotation + PI/2 * sign(socket.y)
bullet.instigator = self
get_parent().add_child(bullet)
func take_damage(damage : float):
life -= damage
if life <= 0:
#get_tree().reload_current_scene()
get_tree().paused = true
$GameOverScreen.show()
func add_score(score_to_add : int):
self.score += score_to_add
$SFXGetCoin.play()