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HoppyEaster/Scripts/PlayerController.gd
2023-04-10 22:18:16 +02:00

45 lines
1.7 KiB
GDScript

extends CharacterBody2D
@export var speed = 200
@export_range(0, 1) var damping_factor = 0.6
@export var animation_player : AnimationPlayer
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):
print(get_move_input_vector())
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 update_player_animation():
var move_vector = get_move_input_vector()
match move_vector:
Vector2.ZERO: animation_player.play("Idle")
Vector2.LEFT: animation_player.play("MoveLeft")
Vector2.RIGHT: animation_player.play("MoveRight")
Vector2.UP: animation_player.play("MoveUp")
Vector2.DOWN: animation_player.play("MoveDown")
_: handle_diagonal_animations(move_vector)
pass
func handle_diagonal_animations(dir : Vector2):
if (dir.y > 0 and dir.x < 0) or (dir.y < 0 and dir.x < 0): animation_player.play("MoveLeft")
elif (dir.y > 0 and dir.x > 0) or (dir.y < 0 and dir.x > 0): animation_player.play("MoveRight")
else: animation_player.play("Idle")
pass