Snoweuph
2a814abe05
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Basic Movement and Map Generation are Done also got some art in stock, missing a lot still though. nothing to fancy for now Co-authored-by: Snoweuph, AXVIII3 Reviewed-on: #22
43 lines
1.4 KiB
GDScript
43 lines
1.4 KiB
GDScript
extends CharacterBody2D
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@export var speed = 20
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@export_range(0, 1) var damping_factor = 0.6
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@export var animation_player : AnimationPlayer
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func _physics_process(delta : float):
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update_player_movement(delta)
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pass
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func get_move_input_vector() -> Vector2:
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var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized()
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return input_direction
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func update_player_movement(delta : float):
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var input = get_move_input_vector()
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# Damp Movement if not moving, Accelerate if Moving
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var is_moving = input != Vector2.ZERO
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self.velocity = input * speed * delta * 60 if is_moving else self.velocity * (1 - min(1, damping_factor * 60 * delta))
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update_player_animation()
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# Update Objects Physics calculations
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self.move_and_slide()
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pass
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func update_player_animation():
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var move_vector = get_move_input_vector()
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match move_vector:
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Vector2.ZERO: animation_player.play("Idle")
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Vector2.LEFT: animation_player.play("MoveLeft")
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Vector2.RIGHT: animation_player.play("MoveRight")
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Vector2.UP: animation_player.play("MoveUp")
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Vector2.DOWN: animation_player.play("MoveDown")
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_: handle_diagonal_animations(move_vector)
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pass
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func handle_diagonal_animations(dir : Vector2):
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if (dir.y > 0 and dir.x < 0) or (dir.y < 0 and dir.x < 0): animation_player.play("MoveLeft")
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elif (dir.y > 0 and dir.x > 0) or (dir.y < 0 and dir.x > 0): animation_player.play("MoveRight")
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else: animation_player.play("Idle")
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pass
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