89 lines
3.4 KiB
GDScript
89 lines
3.4 KiB
GDScript
extends KinematicBody2D
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const GRAVITY = 0.0
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const WALK_SPEED = 200
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const interaction_circle_size = 150
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onready var background_map = get_node("/root/base_scene/background")
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onready var player = get_node("/root/base_scene/Player")
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onready var cell_size = background_map._get_cell_size()
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onready var plants_map = get_node("/root/base_scene/interaction_map")
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onready var interaction = get_node("/root/base_scene/player_interaction")
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var velocity = Vector2()
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var world_position
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var ItemClass = preload("res://MiscScenes/Item.tscn")
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var previous_position = Vector2(0,0)
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#Moving buttons
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func _physics_process(delta):
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var cur = Vector2(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
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if(cur != previous_position):
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interaction.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y) , 0)
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interaction.set_cell(previous_position.x, previous_position.y, -1)
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previous_position = Vector2(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
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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
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if Input.is_action_pressed("move_left"):
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velocity.x = -WALK_SPEED
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elif Input.is_action_pressed("move_right"):
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velocity.x = WALK_SPEED
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elif Input.is_action_pressed("move_up"):
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velocity.y = -WALK_SPEED
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elif Input.is_action_pressed("move_down"):
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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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Global.current_camera.Update()
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func InteractWithCell():
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var plant_cell_mouse = plants_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
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var plant_cell_character = plants_map.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
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var background_cell = background_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
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var interaction_cell = interaction.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
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if plant_cell_mouse > 0 and plant_cell_mouse % 2 == 0:
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Global.AddInventoryItem(plant_cell_mouse/2, 1)
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plants_map.set_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y), (plant_cell_mouse-1))
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AnimationOnInteraction(1)
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Global.Save()
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elif plant_cell_character > 0 and plant_cell_character % 2 == 0:
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Global.AddInventoryItem(plant_cell_character/2, 1)
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plants_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), (plant_cell_character-1))
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AnimationOnInteraction(1)
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func _interaction_process():
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if Input.is_mouse_button_pressed(BUTTON_LEFT):
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world_position = get_global_mouse_position()
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InteractWithCell()
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elif Input.is_key_pressed(KEY_SPACE):
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world_position = get_global_mouse_position()
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InteractWithCell()
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func _input(event):
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pass
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func AnimationOnInteraction(Item):
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print("Item = ", Item, " Animation")
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var itemimage = TextureRect.new()
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var item = null
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# item = ItemClass.instance()
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# item.set("id", self.id)
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# add_child(item)
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# itemimage.texture = load(Global.player_inventory_items[Item].item_id)
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# itemimage.texture = load("res://pictures/inventory_iconpictures/food_items/herbs/saffron.png")
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# itemimage.set_position(Vector2(randf()*20-40, randf()*40-20))
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# add_child(itemimage)
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# yield(get_tree().create_timer(1.0), "timeout")
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# remove_child(itemimage)
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func _ready():
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Global.player_inventory_items = Database.GetInventoryItems().duplicate()
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