Files
brotato/scenes/unit/players/player.gd
T
2026-05-19 22:56:42 +08:00

102 lines
2.5 KiB
GDScript

extends Unit
class_name Player
@export var dash_duration := 0.4
@export var dash_speed_multi := 2.7
@export var dash_cooldown := 1.5
@onready var dash_timer: Timer = $DashTimer
@onready var dash_cooldown_timer: Timer = $DashCooldownTimer
@onready var collision: CollisionShape2D = $CollisionShape2D
@onready var trail: Trail = %Trail
@onready var weapon_container: WeaponContainer = $WeaponContainer
var current_weapons: Array[Weapon] = []
var move_dir: Vector2
var is_dashing := false
var dash_available := true
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
super._ready()
dash_timer.wait_time = dash_duration
dash_cooldown_timer.wait_time = dash_cooldown
#add_weapon(preload("uid://murcuuks1j8l"))
#add_weapon(preload("uid://bxlu2qkyn4xqf"))
#add_weapon(preload("uid://0388m8srn1no"))
#add_weapon(preload("uid://cwpf4ko1wqfw"))
#add_weapon(preload("uid://dgiq00qbjoc2w"))
add_weapon(preload("uid://cyobkqxhoqqbq"))
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
move_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
var current_velocity := move_dir * stats.speed
if is_dashing:
current_velocity *= dash_speed_multi
position += current_velocity * delta
position.x = clamp(position.x, -1000, 1000)
position.y = clamp(position.y, -500, 500)
if can_dash():
start_dash()
update_animations()
update_rotation()
func add_weapon(data: ItemWeapon) -> void:
var weapon := data.scene.instantiate() as Weapon
add_child(weapon)
weapon.setup_weapon(data)
current_weapons.append(weapon)
weapon_container.update_weapons_positions(current_weapons)
func update_animations() -> void:
if move_dir.length() > 0:
anim_player.play("move")
else:
anim_player.play("idle")
func update_rotation() -> void:
if move_dir == Vector2.ZERO:
return
if move_dir.x >= 0.1:
visuals.scale = Vector2(-0.5,0.5)
else:
visuals.scale = Vector2(0.5,0.5)
func start_dash() -> void:
is_dashing = true
dash_timer.start()
trail.start_trail()
visuals.modulate.a = 0.5
collision.set_deferred("disabled",true)
func can_dash() -> bool:
return not is_dashing and \
dash_cooldown_timer.is_stopped() and \
Input.is_action_just_pressed("dash") and \
move_dir != Vector2.ZERO
func is_facing_right() -> bool:
return visuals.scale.x == -0.5
func _on_dash_timer_timeout() -> void:
is_dashing = false
visuals.modulate.a = 1.0
move_dir = Vector2.ZERO
collision.set_deferred("disabled", false)
dash_cooldown_timer.start()