2025-08-07 22:17:12 +10:00
|
|
|
extends CharacterBody2D
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const SPEED = 170.0
|
|
|
|
|
const JUMP_VELOCITY = -400.0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
|
|
|
# Add the gravity.
|
|
|
|
|
if not is_on_floor():
|
|
|
|
|
velocity += get_gravity() * delta
|
|
|
|
|
|
|
|
|
|
# Handle jump.
|
|
|
|
|
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
|
|
|
|
velocity.y = JUMP_VELOCITY
|
|
|
|
|
|
|
|
|
|
# Get the input direction and handle the movement/deceleration.
|
|
|
|
|
# As good practice, you should replace UI actions with custom gameplay actions.
|
|
|
|
|
var direction := Input.get_vector("left","right","up","down")
|
|
|
|
|
if direction:
|
|
|
|
|
velocity = direction * SPEED
|
|
|
|
|
else:
|
|
|
|
|
velocity = velocity.move_toward(Vector2(0,0), SPEED)
|
|
|
|
|
|
|
|
|
|
move_and_slide()
|
2025-08-10 16:31:21 +10:00
|
|
|
|
|
|
|
|
|
|
|
|
|
func _on_door_box_area_entered(area: Area2D) -> void:
|
|
|
|
|
print(area.name)
|
|
|
|
|
if area.name == "DoorIn":
|
|
|
|
|
global_position = area.get_parent().get_parent().door_out_node.global_position
|
|
|
|
|
Router.activate_seg.emit(Router.cur_id + 1)
|
|
|
|
|
# +1 seg
|
|
|
|
|
elif area.name == "DoorOut":
|
|
|
|
|
global_position = area.get_parent().get_parent().door_in_node.global_position
|
|
|
|
|
Router.activate_seg.emit(Router.cur_id - 1)
|
|
|
|
|
# -1 seg
|