Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- extends Area2D
- signal hit
- export var speed = 400 # How fast the player will move (pixels/sec).
- var screen_size # Size of the game window.
- func _ready():
- screen_size = get_viewport_rect().size
- hide()
- func _process(delta):
- var velocity = Vector2() # The player's movement vector.
- if Input.is_action_pressed("ui_right"):
- velocity.x += 1
- if Input.is_action_pressed("ui_left"):
- velocity.x -= 1
- if Input.is_action_pressed("ui_down"):
- velocity.y += 1
- if Input.is_action_pressed("ui_up"):
- velocity.y -= 1
- if velocity.length() > 0:
- velocity = velocity.normalized() * speed
- $AnimatedSprite.play()
- else:
- $AnimatedSprite.stop()
- position += velocity * delta
- position.x = clamp(position.x, 0, screen_size.x)
- position.y = clamp(position.y, 0, screen_size.y)
- if velocity.x != 0:
- $AnimatedSprite.animation = "right"
- $AnimatedSprite.flip_v = true
- # See the note below about boolean assignment
- $AnimatedSprite.flip_h = velocity.x < 0
- elif velocity.y != 0:
- $AnimatedSprite.animation = "up"
- $AnimatedSprite.flip_v = velocity.y > 0
- func _on_Player_body_entered(body):
- hide() # Player disappears after being hit.
- emit_signal("hit")
- $CollisionShape2D.set_deferred("disabled", true)
- func start(pos):
- position = pos
- show()
- $CollisionShape2D.disabled = false
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement