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extends KinematicBody2D
export (int) var run_speed = 200
export (int) var jump_speed = -400
export (int) var gravity = 1200
export var entity_type = "PLAYER"
export (int) var health = 90
export (int) var total_apples_need = 0
var total_apples_collected = 0
var velocity = Vector2()
var jumping = false
onready var sprite = $AnimatedSprite
onready var state_machine = $AnimationTree.get("parameters/playback")
var facing_right = true
func get_input():
velocity.x = 0
var right = Input.is_action_pressed('right')
var left = Input.is_action_pressed('left')
var jump = Input.is_action_pressed('jump')
if facing_right == true:
sprite.flip_h = false
else:
sprite.flip_h = true
if jump and is_on_floor():
jumping = true
velocity.y = jump_speed
if right:
velocity.x += run_speed
facing_right = true
state_machine.travel("run")
elif left:
velocity.x -= run_speed
facing_right = false
state_machine.travel("run")
if velocity.length() == 0:
state_machine.travel("idle")
if !jumping && !is_on_floor():
state_machine.travel("jump")
func _physics_process(delta):
get_input()
velocity.y += gravity * delta
if jumping and is_on_floor():
jumping = false
if total_apples_collected==total_apples_need:
SignalBus.emit_signal("open_level_door",true)
velocity = move_and_slide(velocity, Vector2(0, -1))
print("Total Apples Needed",total_apples_need)
func _on_enemyHit(_health):
state_machine.travel("hit")
func _on_apples_collected(apple_count):
total_apples_collected += apple_count
func _ready() -> void:
SignalBus.connect("on_hit", self, "_on_enemyHit")
SignalBus.connect("on_apples_collected", self, "_on_apples_collected")
func play_animation(animation_name):
pass
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