paintjam2020/Scripts/Player.gd
2020-04-04 14:17:12 +02:00

43 lines
1.3 KiB
GDScript

extends KinematicBody2D
const MAX_SPEED = 200
const ACCELERATION = 1000
const FRICTION = 1000
const MAX_LIFE = 30
var vel = Vector2.ZERO
var curLife = MAX_LIFE
#onready var animationPlayer = $AnimationPlayer
#onready var animationTree = $AnimationTree
#onready var animationState = animationTree.get("parameters/playback")
func _process(delta):
curLife -= delta
if curLife <= 0:
#fin du game laul
pass
func _physics_process(delta):
var input_vector = Vector2.ZERO
if self.name == "Player1":
input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
elif self.name == "Player2":
input_vector.x = Input.get_action_strength("ui_right2") - Input.get_action_strength("ui_left2")
input_vector.y = Input.get_action_strength("ui_down2") - Input.get_action_strength("ui_up2")
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)