62 lines
1.4 KiB
GDScript
62 lines
1.4 KiB
GDScript
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)
|