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104 lines (84 loc) · 2.54 KB
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Copy pathPlayer.gd
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104 lines (84 loc) · 2.54 KB
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extends KinematicBody2D
const SPEED = 60
const GRAVITY = 10
const JUMP_POWER = -250
const FLOOR = Vector2(0,-1)
const KNIFE = preload("res://Knife.tscn")
const FIREKNIFE = preload("res://FireKnife.tscn")
var on_ground = false
var is_attacking = false
var is_dead = false
var knife_power = 1
var velocity = Vector2()
func _physics_process(delta):
if is_dead == false:
if Input.is_action_pressed("ui_right"):
if is_attacking == false or is_on_floor() == false:
velocity.x = SPEED
if is_attacking == false:
$AnimatedSprite.play("run")
$AnimatedSprite.flip_h = false
if sign($Position2D.position.x) == -1:
$Position2D.position.x = $Position2D.position.x * -1
elif Input.is_action_pressed("ui_left"):
if is_attacking == false or is_on_floor() == false:
velocity.x = -SPEED
if is_attacking == false:
$AnimatedSprite.play("run")
$AnimatedSprite.flip_h = true
if sign($Position2D.position.x) == 1:
$Position2D.position.x = $Position2D.position.x * -1
else:
velocity.x = 0
if on_ground == true && is_attacking == false:
$AnimatedSprite.play("idle")
if Input.is_action_pressed("ui_up"):
if is_attacking == false:
if on_ground == true:
velocity.y = JUMP_POWER
on_ground = false
if Input.is_action_just_pressed("ui_focus_next") && is_attacking == false:
if is_on_floor():
velocity.x = 0
is_attacking = true
$AnimatedSprite.play("attack")
var knife = null
if knife_power == 1:
knife = KNIFE.instance()
elif knife_power == 2:
knife = FIREKNIFE.instance()
if sign($Position2D.position.x) == 1:
knife.set_knife_direction(1)
else:
knife.set_knife_direction(-1)
get_parent().add_child(knife)
knife.position = $Position2D.global_position
velocity.y = velocity.y + GRAVITY
if is_on_floor():
if on_ground == false:
is_attacking = false
on_ground = true
else:
if is_attacking == false:
on_ground = false
if velocity.y < 0:
$AnimatedSprite.play("jump")
else:
$AnimatedSprite.play("fall")
velocity = move_and_slide(velocity, FLOOR)
if get_slide_count() > 0:
for i in range(get_slide_count()):
if "Enemy" in get_slide_collision(i).collider.name:
dead()
func dead():
is_dead = true
velocity = Vector2(0,0)
$AnimatedSprite.play("dead")
$CollisionShape2D.disabled = true
$Timer.start()
func _on_AnimatedSprite_animation_finished():
is_attacking = false
func _on_Timer_timeout():
get_tree().change_scene("res://TitleScreen.tscn")
func knife_power_up():
knife_power = 2