paintjam2020/Scripts/Player.gd
2020-04-05 10:49:18 +02:00

91 lines
2.8 KiB
GDScript

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
var follow1;
var follow2;
var vel = 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")
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 _process(delta):
follow1.set_offset(follow1.get_offset() + delta * rota_speed)
follow2.set_offset(follow2.get_offset() + delta * rota_speed)
updatePaintEffects(delta)
curLife -= delta
if curLife <= 0:
get_node("/root/World/GameManager").endGame()
healthBar.healthUpdated(curLife)
func _physics_process(delta):
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()
if input_vector != Vector2.ZERO:
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):
curLife = MAX_LIFE if (curLife + PICKUP_BONUS > MAX_LIFE) else curLife + PICKUP_BONUS
coroutines.append(routine)