163 lines
3.5 KiB
GDScript3
163 lines
3.5 KiB
GDScript3
extends KinematicBody2D
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signal shoot(bullet, direction, location)
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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onready var _animation = $AnimatedSprite
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onready var type = "Player"
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var hp = 5
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var suikas = 1
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var speed = 120
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var velocity = Vector2()
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var direction = Vector2(1, 0)
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var melee = preload("res://PlayerAttack.tscn")
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var suika = preload("res://SuikaShot.tscn")
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var invincible = false
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var cutscene_mode = false
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var boss_battle = false
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var tired = false
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var canuse_melee = true
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func invincible_on():
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invincible = true
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func invincible_off():
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invincible = false
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func cutscene_on():
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invincible = true
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cutscene_mode = true
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func cutscene_off():
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invincible = false
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cutscene_mode = false
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func tire():
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tired = true
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invincible = true
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$AnimatedSprite.flip_v = true
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$AnimatedSprite.scale.y = 0.7
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$AnimationPlayer.play("invincible")
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$HPRegen.start(0.5)
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func untire():
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$AnimatedSprite.flip_v = false
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$AnimatedSprite.scale.y = 1
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$AnimationPlayer.stop()
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$HPRegen.start(5)
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invincible = false
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tired = false
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func get_hit():
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if !invincible:
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$AudioHurt.play()
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hp -= 1
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invincible = true
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$AnimationPlayer.play("invincible")
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$InvTimer.start()
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if hp <= 0:
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tire()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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_animation.play("default")
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta):
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if !cutscene_mode and !tired:
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$HPcount.text = String(hp)
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$Suikacount.text = String(suikas)
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if Input.is_action_pressed("ui_left"):
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velocity.x = -speed
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elif Input.is_action_pressed("ui_right"):
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velocity.x = speed
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else:
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velocity.x = 0
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if Input.is_action_pressed("ui_up"):
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velocity.y = -speed
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elif Input.is_action_pressed("ui_down"):
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velocity.y = speed
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else:
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velocity.y = 0
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if velocity.length() > 0:
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velocity = velocity.normalized() * speed
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direction = velocity.normalized()
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_animation.play("walk")
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else:
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_animation.play("default")
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if velocity.x != 0:
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_animation.flip_h = velocity.x < 0
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move_and_slide(velocity)
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if Input.is_action_just_pressed("player_attack"):
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if canuse_melee:
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canuse_melee = false
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$MeleeCooldown.start()
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var melee_instance = melee.instance()
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add_child(melee_instance)
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melee_instance.position = direction * 20
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melee_instance.look_at(to_global(direction))
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if !boss_battle:
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if Input.is_action_just_pressed("ui_cancel"):
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if suikas > 0:
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suikas -= 1
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emit_signal('shoot', suika, get_angle_to(to_global(direction)), position)
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else:
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$Suikacount.text = ''
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elif cutscene_mode:
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$HPcount.text = ''
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$Suikacount.text = ''
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else:
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$HPcount.text = String(hp)
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if !boss_battle:
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$Suikacount.text = String(suikas)
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else:
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$Suikacount.text = ''
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func _on_InvTimer_timeout():
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invincible = false
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$AnimationPlayer.stop()
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$AnimatedSprite.modulate.a = 1
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func _on_HPRegen_timeout():
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if hp < 5:
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hp += 1
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if hp >= 5 and tired:
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untire()
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func _on_SuikaRegen_timeout():
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if suikas < 3:
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suikas += 1
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func _on_InteractArea_body_entered(body):
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if body.get('type') == "Shattered1":
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body.queue_free()
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var dialogue = Dialogic.start('Shattered1')
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add_child(dialogue)
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elif body.get('type') == "Shattered2":
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body.queue_free()
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var dialogue = Dialogic.start('Shattered2')
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add_child(dialogue)
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elif body.get('type') == "Shattered3":
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body.queue_free()
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var dialogue = Dialogic.start('Shattered3')
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add_child(dialogue)
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func _on_MeleeCooldown_timeout():
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canuse_melee = true
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