GodotWIP/src/playerC/Player-KinematicBody2D.gd

73 lines
2.2 KiB
GDScript

extends KinematicBody2D
var velocity = Vector2(0,0)
var direction = Vector2(-1,0)
export var player_number: int = 1
export var sprite_facing_right: bool = true
onready var movement_animations: AnimatedSprite = $AnimatedSprite
onready var movement_state_machine: Node = $Controllers/state_machine
onready var player_move_component = $Controllers/move_component
onready var player_hurtbox = $Hurtbox_Component/CollisionShape2D
onready var gun = $Gun
func _ready() -> void:
movement_state_machine.init(self, movement_animations, player_move_component)
player_move_component.player_number = player_number
func _unhandled_input(event: InputEvent) -> void:
movement_state_machine.process_input(event)
func _physics_process(delta: float) -> void:
movement_state_machine.process_physics(delta)
# #TODO: So much hack
# if direction.x != 0:
# gun.set_scale( Vector2(direction.x,1))
# Commented out to try parent transforms instead
# if direction.x < 0:
# var t = Transform2D()
# # Translation
# t.origin = Vector2(gun.offset_position.x * -1, gun.offset_position.y)
# gun.transform = t
# elif direction.x > 0:
# var t = Transform2D()
# # Translation
# t.origin = Vector2(gun.offset_position.x, gun.offset_position.y)
# gun.transform = t
# Attempting a Kinematic2D level scale for flip operations instead.
#self.transform
#self.scale.x = -1
func _process(delta: float) -> void:
movement_state_machine.process_frame(delta)
PlayerInfo.player_position = global_position
func _on_AnimatedSprite_animation_finished():
if movement_animations.frames.get_animation_loop(movement_animations.animation) == false:
movement_state_machine.current_state.animation_index += 1
func _on_Hurtbox_area_entered(area):
print("Ouch.",area)
movement_state_machine.change_state($Controllers/state_machine/hurt)
func set_hurtbox(enabled: bool):
#player_hurtbox.disabled = enabled #nope
player_hurtbox.set_deferred("disabled", !enabled) #WTF Apparently this is how to do it
#$Hurtbox.monitoring = enabled #nope
#$Hurtbox.set_deferred("monitoring", enabled) #works
#$Hurtbox.monitoring = false #nope
#$Hurtbox.set_monitoring(enabled) # Nope
func shoot_projectile():
var is_shooting = false
is_shooting = gun.shoot(direction.x)