RingOfRaces/KinematicBody2D.gd

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2.8 KiB
GDScript3
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extends KinematicBody2D
const GRAVITY = 0.0
const WALK_SPEED = 200
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const interaction_circle_size = 150
onready var background_map = get_node("/root/Map1/background")
onready var player = get_node("/root/Map1/Player")
onready var cell_size = background_map._get_cell_size()
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onready var plants_map = get_node("/root/Map1/interaction_map")
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onready var interaction = get_node("/root/Map1/player_interaction")
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var velocity = Vector2()
var world_position
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#Moving buttons
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func _physics_process(delta):
if Input.is_key_pressed(KEY_SPACE) or Input.is_mouse_button_pressed(BUTTON_LEFT):
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_interaction_process()
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velocity.y += delta * GRAVITY
if Input.is_action_pressed("move_left"):
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velocity.x = -WALK_SPEED
elif Input.is_action_pressed("move_right"):
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velocity.x = WALK_SPEED
elif Input.is_action_pressed("move_up"):
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velocity.y = -WALK_SPEED
elif Input.is_action_pressed("move_down"):
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velocity.y = WALK_SPEED
else:
velocity.x = 0
velocity.y = 0
move_and_slide(velocity, Vector2(0, -1))
Global.current_camera.Update()
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# if(interaction.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y)) == -1):
# interaction.clear()
# interaction.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), 0)
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func InteractWithCell():
var plant_cell_mouse = plants_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
var plant_cell_character = plants_map.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
var background_cell = background_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
var interaction_cell = interaction.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
if plant_cell_mouse > 0 and plant_cell_mouse % 2 == 0:
Global.AddInventoryItem(3, 1)
plants_map.set_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y), (plant_cell_mouse-1))
AnimationOnInteraction(1)
elif plant_cell_character > 0 and plant_cell_character % 2 == 0:
Global.AddInventoryItem(3, 1)
plants_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), (plant_cell_character-1))
AnimationOnInteraction(1)
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func _interaction_process():
if Input.is_key_pressed(KEY_SPACE) or Input.is_mouse_button_pressed(BUTTON_LEFT):
world_position = get_global_mouse_position()
InteractWithCell()
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func _input(event):
pass
func AnimationOnInteraction(Item):
print("Item = ", Item, " Animation")
var itemimage = TextureRect.new()
itemimage.texture = load("res://pictures/inventory_iconpictures/food_items/herbs/saffron.png")
itemimage.set_position(Vector2(randf()*20-40, randf()*40-20))
add_child(itemimage)
yield(get_tree().create_timer(1.0), "timeout")
remove_child(itemimage)
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func _ready():
Global.player_inventory_items = Database.GetInventoryItems()