Snake/braincell.gd
2025-09-02 23:54:19 +10:00

70 lines
2 KiB
GDScript

extends CharacterBody2D
const SPEED = 170.0
const JUMP_VELOCITY = -400.0
var ready_to_door : bool = true
@export var doorBox : Area2D
@export var hand : Node2D
var holding_apple : bool = false
func _ready() -> void:
Router.pickup_apple.connect(grab)
Router.burn_apple.connect(drop)
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 and Router.player_mode:
velocity = direction * SPEED
else:
velocity = velocity.move_toward(Vector2(0,0), SPEED)
move_and_slide()
var door_detected :bool = false
for area in doorBox.get_overlapping_areas():
if area.name == "DoorIn" or area.name == "DoorOut":
door_detected = true
if !door_detected:
ready_to_door = true
#if !doorBox.has_overlapping_areas():
#ready_to_door = true
hand.visible = holding_apple
func _on_door_box_area_entered(area: Area2D) -> void:
print(area.name + str(ready_to_door))
if ready_to_door:
if area.name == "DoorIn":
global_position = area.get_parent().get_parent().door_out_node.global_position
#Router.activate_seg.emit(Router.cur_id + 1)
if (area.get_parent().get_parent().prev_seg):
Router.activate_seg.emit(area.get_parent().get_parent().prev_seg.seg_id)
ready_to_door = false
# +1 seg
elif area.name == "DoorOut":
global_position = area.get_parent().get_parent().door_in_node.global_position
if (area.get_parent().get_parent().this_seg):
Router.activate_seg.emit(area.get_parent().get_parent().this_seg.seg_id)
ready_to_door = false
#Router.activate_seg.emit(Router.cur_id - 1)
# -1 seg
func grab():
holding_apple = true
func drop():
holding_apple = false