extends KinematicBody2D var MAX_SPEED = 600 var ACCELERATION = 1800 var FRICTION = 2000 var MAX_LIFE = 30 const PICKUP_BONUS = 5 export var rota_speed = 100 export var slow_cooldown = 5 export var fast_cooldown = 5 var slow_trail = load("res://Scene/SlowPaint.tscn") var fast_trail = load("res://Scene/FastPaint.tscn") var slow_cooldown_elapsed = 5 var fast_cooldown_elapsed = 5 var follow1; var follow2; var vel = Vector2.ZERO var last_dir = Vector2.ZERO var curLife = MAX_LIFE var coroutines = [] enum EInput{ UP, RIGHT, DOWN, LEFT } const baseInputs = ["ui_up", "ui_right", "ui_down", "ui_left"] var inputs = ["ui_up", "ui_right", "ui_down", "ui_left"] onready var animationPlayer = $AnimationPlayer onready var animationTree = $AnimationTree onready var animationState = animationTree.get("parameters/playback") onready var pickupPlayer = $PickupPlayer var healthBar = null func _ready(): get_node("ConfusionStars").visible = false follow1 = get_node("ConfusionStars/Path2D/PathFollow2D") follow2 = get_node("ConfusionStars/Path2D/PathFollow2D2") if self.name == "Player1": healthBar = get_tree().get_nodes_in_group("healthbar")[0] elif self.name == "Player2": healthBar = get_tree().get_nodes_in_group("healthbar")[1] healthBar.maxHealthUpdated(MAX_LIFE) func launch_slow(): if slow_cooldown_elapsed < slow_cooldown: return slow_cooldown_elapsed = 0 var world = get_parent() var inst = load("res://Scene/SlowTrail.tscn").instance() var dir = get_dir() if dir == Vector2.ZERO: dir = (last_dir if last_dir != Vector2.ZERO else Vector2.DOWN) var angle = acos(dir.dot(Vector2.RIGHT)) var modifier = 0 if dir.y < 0: modifier += angle * -2 inst.transform = inst.transform.rotated(angle + modifier) inst.position = self.position inst.slowFactor = 2 world.add_child(inst) func launch_fast(): if fast_cooldown_elapsed < fast_cooldown: return fast_cooldown_elapsed = 0 var world = get_parent() var inst = load("res://Scene/FastTrail.tscn").instance() var dir = get_dir() if dir == Vector2.ZERO: dir = (last_dir if last_dir != Vector2.ZERO else Vector2.DOWN) var angle = acos(dir.dot(Vector2.RIGHT)) var modifier = 0 if dir.y < 0: modifier += angle * -2 inst.transform = inst.transform.rotated(angle + modifier) inst.position = self.position inst.fastFactor = 2 world.add_child(inst) func _process(delta): follow1.set_offset(follow1.get_offset() + delta * rota_speed) follow2.set_offset(follow2.get_offset() + delta * rota_speed) if (self.name == "Player1" && Input.get_action_strength("gameplay_slow") > 0) \ || (self.name == "Player2" && Input.get_action_strength("gameplay_slow2") > 0): launch_slow() if (self.name == "Player1" && Input.get_action_strength("gameplay_fast") > 0) \ || (self.name == "Player2" && Input.get_action_strength("gameplay_fast2") > 0): launch_fast() updatePaintEffects(delta) curLife -= delta slow_cooldown_elapsed += delta if curLife <= 0: get_node("/root/World/GameManager").endGame() healthBar.healthUpdated(curLife) func get_dir(): var input_vector = Vector2.ZERO if self.name == "Player1": input_vector.x = Input.get_action_strength(inputs[EInput.RIGHT]) - Input.get_action_strength(inputs[EInput.LEFT]) input_vector.y = Input.get_action_strength(inputs[EInput.DOWN]) - Input.get_action_strength(inputs[EInput.UP]) elif self.name == "Player2": input_vector.x = Input.get_action_strength(inputs[EInput.RIGHT] + "2") - Input.get_action_strength(inputs[EInput.LEFT] + "2") input_vector.y = Input.get_action_strength(inputs[EInput.DOWN] + "2") - Input.get_action_strength(inputs[EInput.UP] + "2") input_vector = input_vector.normalized() return input_vector func _physics_process(delta): var input_vector = get_dir() if input_vector != Vector2.ZERO: last_dir = input_vector animationTree.set("parameters/Idle/blend_position", input_vector) animationTree.set("parameters/Run/blend_position", input_vector) animationState.travel("Run") vel = vel.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta) else: animationState.travel("Idle") vel = vel.move_toward(Vector2.ZERO, FRICTION * delta) vel = move_and_slide(vel) func updatePaintEffects(delta): var updated = [] for rout in coroutines: if rout != null && rout.is_valid(): var new_rout = rout.resume(delta) if new_rout != null && new_rout.is_valid(): updated.append(new_rout) coroutines.remove(coroutines.find(rout)) for rout in updated: coroutines.append(rout) func addCoroutine(routine): pickupPlayer.play() curLife = MAX_LIFE if (curLife + PICKUP_BONUS > MAX_LIFE) else curLife + PICKUP_BONUS coroutines.append(routine)