paintjam2020/Scripts/Player.gd
2020-04-04 16:33:25 +02:00

64 lines
1.8 KiB
GDScript

extends KinematicBody2D
var MAX_SPEED = 200
var ACCELERATION = 1000
var FRICTION = 1000
var MAX_LIFE = 30
var vel = Vector2.ZERO
var curLife = MAX_LIFE
var coroutines = []
onready var animationPlayer = $AnimationPlayer
onready var animationTree = $AnimationTree
onready var animationState = animationTree.get("parameters/playback")
func _process(delta):
updatePaintEffects(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)
func updatePaintEffects(delta):
var sprite = get_node("Sprite")
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):
coroutines.append(routine)