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HoppyEaster/Scripts/PlayerController.gd
2023-04-17 02:25:23 +05:30

65 lines
2 KiB
GDScript

extends CharacterBody2D
@export var speed = 200
@export_range(0, 1) var damping_factor = 0.6
@export var animation_player : AnimationPlayer
@export var end_screen_displayer : Node
@export var health_label : Label
var health : float = 100
func _ready():
health = 100
func _physics_process(delta : float):
update_player_movement(delta)
pass
func get_move_input_vector() -> Vector2:
var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized()
var input_direction_controller = Input.get_vector("move_left_controller", "move_right_controller", "move_up_controller", "move_down_controller")
return (input_direction if not input_direction_controller.length() > input_direction.length() else input_direction_controller.normalized())
func update_player_movement(delta : float):
var input = get_move_input_vector()
# Damp Movement if not moving, Accelerate if Moving
var is_moving = input != Vector2.ZERO
self.velocity = input * speed * delta * 60 if is_moving else self.velocity * (1 - min(1, damping_factor * 60 * delta))
update_player_animation()
# Update Objects Physics calculations
self.move_and_slide()
pass
func take_damage(dmg : float):
if health >= dmg and health >= 0:
health -= dmg
health_label.text = "%d" % [health]
else:
health_label.text = "You Died!"
die()
func die():
end_screen_displayer.call("show_loss_screen")
get_tree().paused = true
pass
func update_player_animation():
match get_move_input_vector():
Vector2.ZERO: animation_player.play("Idle")
_:
var left_dot = Vector2.LEFT.dot(self.velocity)
var right_dot = Vector2.RIGHT.dot(self.velocity)
var up_dot = Vector2.UP.dot(self.velocity)
var down_dot = Vector2.DOWN.dot(self.velocity)
var max_dot = maxf(left_dot, maxf(right_dot, maxf(up_dot, down_dot)))
match max_dot:
left_dot: animation_player.play("MoveLeft")
right_dot: animation_player.play("MoveRight")
up_dot: animation_player.play("MoveUp")
down_dot: animation_player.play("MoveDown")
pass