2020-08-29 14:36:49 +00:00
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extends KinematicBody2D
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const GRAVITY = 0.0
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const WALK_SPEED = 200
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2020-09-24 19:34:34 +00:00
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const interaction_circle_size = 150
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onready var background_map = get_node("/root/Map1/background")
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onready var player = get_node("/root/Map1/Player")
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onready var cell_size = background_map._get_cell_size()
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2020-08-29 14:36:49 +00:00
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var velocity = Vector2()
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2020-09-24 19:34:34 +00:00
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#Moving buttons
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2020-08-29 14:36:49 +00:00
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func _physics_process(delta):
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2020-10-02 20:55:51 +00:00
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if Input.is_key_pressed(KEY_SPACE):
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_interaction_process()
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2020-08-29 14:36:49 +00:00
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velocity.y += delta * GRAVITY
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2020-08-31 07:35:52 +00:00
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if Input.is_action_pressed("move_left"):
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2020-08-29 14:36:49 +00:00
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velocity.x = -WALK_SPEED
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2020-08-31 07:35:52 +00:00
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elif Input.is_action_pressed("move_right"):
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2020-08-29 14:36:49 +00:00
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velocity.x = WALK_SPEED
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2020-08-31 07:35:52 +00:00
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elif Input.is_action_pressed("move_up"):
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2020-08-29 14:36:49 +00:00
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velocity.y = -WALK_SPEED
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2020-08-31 07:35:52 +00:00
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elif Input.is_action_pressed("move_down"):
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2020-08-29 14:36:49 +00:00
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velocity.y = WALK_SPEED
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else:
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velocity.x = 0
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velocity.y = 0
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move_and_slide(velocity, Vector2(0, -1))
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2020-09-21 21:13:11 +00:00
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2020-10-02 20:55:51 +00:00
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func _interaction_process():
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if Input.is_action_pressed("map_interaction") or Input.is_key_pressed((KEY_SPACE)):
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background_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), -1)
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2020-09-24 19:34:34 +00:00
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func _input(event):
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# Mouse in viewport coordinates.
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if event is InputEventMouseButton:
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var pos = event.position
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if Input.is_action_pressed("map_interaction"):
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pass
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