extends CharacterBody2D signal remote_get @export var SPEED = 200.0 @export var JUMP_VELOCITY = -450.0 @export var remote_sprite : Texture var controls_enabled : bool = true func _ready() -> void: GameManager.allow_movement.connect(change_player_movement) func _process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta if(controls_enabled): # Handle jump. if Input.is_action_just_pressed("platformer_jump") 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_axis("platformer_left", "platformer_right") if direction: velocity.x = direction * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) else: velocity.x = move_toward(velocity.x, 0, SPEED) move_and_slide() func _on_hitbox_area_entered(area: Area2D) -> void: #print(area.name) if(area.name == "Box"): #GameManager.play_zoom_out() area.queue_free() GameManager.show_item("TV Remote", remote_sprite) GameManager.show_chat("Wonder what i can do with this") if(is_instance_of(area,Event)): #GameManager.play_zoom_out() area.queue_free() if(area.type == Event.Type.Chat): GameManager.show_chat(area.text) elif(area.type == Event.Type.Item): GameManager.show_item(area.text, area.texture) if(area.name == "Zoomer"): area.queue_free() GameManager.play_zoom_out() GameManager.show_chat("I guess it did something..?") if(area.name == "TheBitWhereYouTrip"): area.queue_free() GameManager.show_chat("Ouch, I tripped") if(area.name == "BrokenRemote"): area.queue_free() GameManager.prepare_for_gaming() #GameManager.play_zoom_out() #box event #laser event #sticky tape event pass # Replace with function body. func change_player_movement(state : bool): #print(state) #im an idiot :3 controls_enabled = state