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- extends KinematicBody2D
- const GRAVITY = 200.0
- const WALK_SPEED = 200
- var playerY = 0.0
- var velocity = Vector2()
- var thrusterUpSFX = false
- var thrusterSideSFX = false
- var voice = null
- var sideBoostersDisabled = false
- func _fixed_process(delta):
- #print(get_node("/root/global").save_data.highscore)
- playerY = self.get_pos()[1]
- velocity.y += delta * GRAVITY
- #------------- BEGIN PLAYER CONTROL PROCESSING -----------------
- ##-------- HORIZONTAL MOVEMENT --------##
- if (Input.is_action_pressed("ui_left") && sideBoostersDisabled == false):
- velocity.x = -WALK_SPEED
- get_node("rightFlames").set_hidden(true)
- get_node("leftFlames").set_hidden(false)
- if (thrusterUpSFX == false && thrusterSideSFX == false):
- voice = get_tree().get_root().get_node("Base").get_node("SamplePlayer").play("thrusters")
- thrusterSideSFX = true
- elif (Input.is_action_pressed("ui_right") && sideBoostersDisabled == false):
- velocity.x = WALK_SPEED
- get_node("leftFlames").set_hidden(true)
- get_node("rightFlames").set_hidden(false)
- if (thrusterUpSFX == false && thrusterSideSFX == false):
- voice = get_tree().get_root().get_node("Base").get_node("SamplePlayer").play("thrusters")
- thrusterSideSFX = true
- else:
- velocity.x = 0
- get_node("leftFlames").set_hidden(true)
- get_node("rightFlames").set_hidden(true)
- if (thrusterSideSFX == true):
- get_tree().get_root().get_node("Base").get_node("SamplePlayer").stop_voice(0)
- thrusterSideSFX = false
- ##-------- VERTICAL MOVEMENT --------##
- if (Input.is_action_pressed("ui_up")):
- get_node("upFlames").set_hidden(false)
- if (thrusterUpSFX == false && thrusterSideSFX == false):
- voice = get_tree().get_root().get_node("Base").get_node("SamplePlayer").play("thrusters")
- thrusterUpSFX = true
- velocity.y -= 10
- if (sideBoostersDisabled == true):
- sideBoostersDisabled = false
- else:
- get_node("upFlames").set_hidden(true)
- if (thrusterUpSFX == true):
- get_tree().get_root().get_node("Base").get_node("SamplePlayer").stop_voice(0)
- thrusterUpSFX = false
- ##-------- END GAME & SAVE HIGH SCORE --------##
- if (Input.is_action_pressed("ui_cancel")):
- get_node("/root/global").save(get_node("/root/global").score)
- get_tree().quit()
- var motion = velocity * delta
- move(motion)
- if (is_colliding()):
- var collider = str(get_collider())
- for i in get_tree().get_nodes_in_group('rockGround'):
- if collider == str(i):
- print("Disabling")
- sideBoostersDisabled = true
- print(sideBoostersDisabled)
- var n = get_collision_normal()
- motion = n.slide(motion)
- velocity = n.slide(velocity)
- move(motion)
- func _ready():
- set_fixed_process(true)
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