42 lines
1.3 KiB
GDScript
42 lines
1.3 KiB
GDScript
extends CharacterBody2D
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class_name Player
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@export var SPEED := 4
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var last_direction = 0
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var interaction_location: Vector2i
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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@onready var interaction_timer: Timer = $InteractionTimer
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func _physics_process(delta: float) -> void:
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var input_direction := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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velocity = input_direction * SPEED / delta
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move_and_slide()
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if input_direction:
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animation_player.current_animation = "walk"
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animation_player.play()
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last_direction = input_direction.angle() + 3 * PI / 2
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rotation = last_direction
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interaction_location = Grid.world_to_grid(position) + Vector2i(input_direction.round())
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Grid.set_selected_tile(interaction_location)
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else:
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animation_player.stop()
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_accept"):
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Grid.get_location_data(interaction_location).interact(interaction_timer)
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print("interaction started")
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func _finished_interaction(results: Dictionary) -> void:
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print("interaction finished: %s" % results)
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func _unhandled_input(event):
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if event is InputEventMouseButton:
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match event.button_index:
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MOUSE_BUTTON_WHEEL_DOWN:
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$Camera2D.zoom -= Vector2(0.01, 0.01)
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MOUSE_BUTTON_WHEEL_UP:
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$Camera2D.zoom += Vector2(0.01, 0.01)
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