Lessons/tutorial---basic-player-traits/player.gd

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GDScript3
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extends Area2D
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signal hit
@export var speed = 600
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var spriteRotateAngle = 0
var screen_size
@export var bullet : PackedScene
@export var firespeed = 10
var timeBetweenBullets = 1.00000 / firespeed
var deltaSum = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
screen_size = get_viewport_rect().size
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
var velocity = Vector2.ZERO
var currentSpeed = speed
if Input.is_action_pressed("move_up"):
velocity.y -= 1
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if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_right"):
velocity.x += 1
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if spriteRotateAngle < 20:
spriteRotateAngle += 1
elif Input.is_action_pressed("move_left"):
velocity.x -= 1
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if spriteRotateAngle > -20:
spriteRotateAngle -= 1
elif spriteRotateAngle < 0:
spriteRotateAngle += 1
elif spriteRotateAngle > 0:
spriteRotateAngle -= 1
if Input.is_action_pressed("focus"):
currentSpeed = speed / 2
if velocity.length() > 0:
velocity = velocity.normalized() * currentSpeed
position += velocity * delta
position = position.clamp(Vector2.ZERO, screen_size)
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rotation_degrees = spriteRotateAngle
if Input.is_action_pressed("shoot"):
deltaSum += delta
if deltaSum > timeBetweenBullets :
var remainder = fmod(deltaSum, timeBetweenBullets)
var numBullets = round ((deltaSum - remainder) / timeBetweenBullets)
deltaSum = remainder
for n in numBullets :
shoot()
func shoot():
var b = bullet.instantiate()
owner.add_child(b)
b.transform = $FrontBulletSource.global_transform