70 lines
2 KiB
GDScript
70 lines
2 KiB
GDScript
extends CharacterBody2D
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const SPEED = 170.0
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const JUMP_VELOCITY = -400.0
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var ready_to_door : bool = true
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@export var doorBox : Area2D
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@export var hand : Node2D
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var holding_apple : bool = false
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func _ready() -> void:
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Router.pickup_apple.connect(grab)
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Router.burn_apple.connect(drop)
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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#if not is_on_floor():
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#velocity += get_gravity() * delta
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#
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## Handle jump.
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#if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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#velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_vector("left","right","up","down")
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if direction and Router.player_mode:
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velocity = direction * SPEED
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else:
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velocity = velocity.move_toward(Vector2(0,0), SPEED)
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move_and_slide()
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var door_detected :bool = false
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for area in doorBox.get_overlapping_areas():
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if area.name == "DoorIn" or area.name == "DoorOut":
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door_detected = true
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if !door_detected:
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ready_to_door = true
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#if !doorBox.has_overlapping_areas():
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#ready_to_door = true
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hand.visible = holding_apple
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func _on_door_box_area_entered(area: Area2D) -> void:
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print(area.name + str(ready_to_door))
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if ready_to_door:
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if area.name == "DoorIn":
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global_position = area.get_parent().get_parent().door_out_node.global_position
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#Router.activate_seg.emit(Router.cur_id + 1)
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if (area.get_parent().get_parent().prev_seg):
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Router.activate_seg.emit(area.get_parent().get_parent().prev_seg.seg_id)
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ready_to_door = false
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# +1 seg
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elif area.name == "DoorOut":
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global_position = area.get_parent().get_parent().door_in_node.global_position
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if (area.get_parent().get_parent().this_seg):
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Router.activate_seg.emit(area.get_parent().get_parent().this_seg.seg_id)
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ready_to_door = false
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#Router.activate_seg.emit(Router.cur_id - 1)
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# -1 seg
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func grab():
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holding_apple = true
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func drop():
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holding_apple = false
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