64 lines
1.8 KiB
GDScript
64 lines
1.8 KiB
GDScript
extends KinematicBody2D
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var MAX_SPEED = 200
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var ACCELERATION = 1000
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var FRICTION = 1000
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var MAX_LIFE = 30
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var vel = Vector2.ZERO
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var curLife = MAX_LIFE
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var coroutines = []
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onready var animationPlayer = $AnimationPlayer
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onready var animationTree = $AnimationTree
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onready var animationState = animationTree.get("parameters/playback")
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func _process(delta):
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updatePaintEffects(delta)
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curLife -= delta
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if curLife <= 0:
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#fin du game laul
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pass
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func _physics_process(delta):
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var input_vector = Vector2.ZERO
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if self.name == "Player1":
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input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
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elif self.name == "Player2":
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input_vector.x = Input.get_action_strength("ui_right2") - Input.get_action_strength("ui_left2")
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input_vector.y = Input.get_action_strength("ui_down2") - Input.get_action_strength("ui_up2")
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input_vector = input_vector.normalized()
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if input_vector != Vector2.ZERO:
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animationTree.set("parameters/Idle/blend_position", input_vector)
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animationTree.set("parameters/Run/blend_position", input_vector)
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animationState.travel("Run")
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vel = vel.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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else:
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animationState.travel("Idle")
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vel = vel.move_toward(Vector2.ZERO, FRICTION * delta)
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vel = move_and_slide(vel)
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func updatePaintEffects(delta):
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var sprite = get_node("Sprite")
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var updated = []
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for rout in coroutines:
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if rout != null && rout.is_valid():
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var new_rout = rout.resume(delta)
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if new_rout != null && new_rout.is_valid():
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updated.append(new_rout)
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coroutines.remove(coroutines.find(rout))
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for rout in updated:
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coroutines.append(rout)
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func addCoroutine(routine):
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coroutines.append(routine)
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