2024-02-16 16:55:13 +00:00
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class_name Player
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2024-02-16 12:35:30 +00:00
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extends CharacterBody2D
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@export var speed = 1200
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@export var speed_multiplier = 20
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@export var friction = 0.9
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@export var dash_cooldown_duration = 1.0
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@export var dash_cooldown_timer: Timer
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2024-02-17 04:04:43 +00:00
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@export var weapon_bullet_damage = 4.0
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@export var weapon_bullet_knockback = 4
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2024-02-16 12:35:30 +00:00
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@export var weapon_bullet_speed = 3200
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@export var weapon_bullet_scene: PackedScene
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@export var weapon_bullet_parent: Node2D
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2024-02-17 04:04:43 +00:00
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@export var fire_cooldown_duration = 0.35
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2024-02-16 12:35:30 +00:00
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@export var fire_cooldown_timer: Timer
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2024-02-16 15:35:39 +00:00
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@export var statistics: Statistics
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2024-02-16 12:35:30 +00:00
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func deal_move(delta):
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var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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velocity = velocity.move_toward(input_direction * speed, speed * delta)
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velocity = velocity * friction
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var is_dash = Input.is_action_pressed("skill_dash")
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if is_dash && dash_cooldown_timer.is_stopped():
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velocity *= speed_multiplier
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dash_cooldown_timer.start(dash_cooldown_duration)
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func deal_weapon_shoot():
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var is_shooting = Input.is_action_pressed("weapon_fire")
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if is_shooting && fire_cooldown_timer.is_stopped():
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var mouse_position = get_global_mouse_position()
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var direction = (mouse_position - position).normalized()
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var bullet = weapon_bullet_scene.instantiate()
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bullet.rotation = direction.angle()
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weapon_bullet_parent.add_child(bullet)
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bullet.global_position = global_position
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bullet.velocity = direction * weapon_bullet_speed
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2024-02-17 04:04:43 +00:00
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bullet.damage = weapon_bullet_damage
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bullet.knockback = weapon_bullet_knockback
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2024-02-16 12:35:30 +00:00
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2024-02-16 15:35:39 +00:00
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statistics.bullet_shoot += 1
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2024-02-16 12:35:30 +00:00
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fire_cooldown_timer.start(fire_cooldown_duration)
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func _on_dash_cooled_down():
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dash_cooldown_timer.stop()
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func _on_fire_cooled_down():
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fire_cooldown_timer.stop()
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func _ready():
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var screen_size = get_viewport_rect().size
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position = Vector2(screen_size.x / 2, screen_size.y / 2)
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func _physics_process(delta):
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deal_move(delta)
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deal_weapon_shoot()
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move_and_slide()
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