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extends KinematicBody2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var curHp : int = 10
var maxHp : int = 10
var moveSpeed : int = 180
var damage : int = 1
var gold : int = 0
var curLevel : int = 0
var curXp : int = 0
var xpToNextLevel : int = 50
var xpToLevelIncreaseRate : float = 1.2
var interactDist : int = 70
var vel = Vector2()
var facingDir = Vector2()
onready var rayCast = $RayCast2D
onready var anim = $AnimatedSprite
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func _physics_process (delta):
vel = Vector2()
# inputs
if Input.is_action_pressed("move_up"):
vel.y -= 1
facingDir = Vector2(0, -1)
if Input.is_action_pressed("move_down"):
vel.y += 1
facingDir = Vector2(0, 1)
if Input.is_action_pressed("move_left"):
vel.x -= 1
facingDir = Vector2(-1, 0)
if Input.is_action_pressed("move_right"):
vel.x += 1
facingDir = Vector2(1, 0)
# normalize the velocity to prevent faster diagonal movement
vel = vel.normalized()
# move the player
move_and_slide(vel * moveSpeed, Vector2.ZERO)
manage_animations()
func play_animation (anim_name):
if anim.animation != anim_name:
anim.play(anim_name)
func manage_animations ():
if vel.x > 0:
play_animation("MoveRight")
elif vel.x < 0:
play_animation("MoveLeft")
elif vel.y < 0:
play_animation("MoveUp")
elif vel.y > 0:
play_animation("MoveDown")
elif facingDir.x == 1:
play_animation("IdleRight")
elif facingDir.x == -1:
play_animation("IdleLeft")
elif facingDir.y == -1:
play_animation("IdleUp")
elif facingDir.y == 1:
play_animation("IdleDown")
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass