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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
var hurt = false
var velocity = Vector2()
var jumping = false
onready var sprite = $AnimatedSprite
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_just_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
play_animation("run")
elif left:
velocity.x -= run_speed
facing_right = false
play_animation("run")
else:
play_animation("idle")
if !jumping && !is_on_floor():
play_animation("jump")
func _physics_process(delta):
get_input()
velocity.y += gravity * delta
if jumping and is_on_floor():
jumping = false
velocity = move_and_slide(velocity, Vector2(0, -1))
func _on_enemyHit(health):
hurt = true
play_animation("hit")
func _ready() -> void:
SignalBus.connect("on_hit", self, "_on_enemyHit")
func play_animation(animation_name):
if $AnimatedSprite.get_animation()!=animation_name :
#$AnimatedSprite.play(animation_name)
#$AnimatedSprite/AnimationPlayer.stop()
$AnimatedSprite/AnimationPlayer.play(animation_name)
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