extends KinematicBody2D export(NodePath) onready var sprite = get_node(sprite) as AnimatedSprite export(NodePath) onready var collider = get_node(collider) as CollisionShape2D export(NodePath) onready var name_label = get_node(name_label) as Label export(NodePath) onready var health_bar = get_node(health_bar) as ProgressBar export(NodePath) onready var mana_bar = get_node(mana_bar) as ProgressBar export var weight := 8 export var max_speed := 64 * 5 # ~5 tiles/sec at top speed export var friction := 2000 export var speed := 80 export var mana_per_sec := 10 export var health_per_sec := 1 export var health := 100.0 setget set_health export var max_health := 100.0 setget set_max_health export var mana := 50.0 setget set_mana export var max_mana := 1000.0 setget set_max_mana enum PlayerClass { WIZARD } onready var viewport = get_viewport() onready var display_name = Global.client.DEFAULT_DISPLAY_NAME setget set_display_name onready var player_class = PlayerClass.WIZARD onready var skills = [] # { # "name": "fireball", # "cooldown": 1, # "cast_time": 0, # "mana_cost": 25, # }, # { # name: "crate", # cooldown: 0.5, # cast_time: 0.5, # mana_cost: 12, # }, # { # name: "pillar", # mana_cost: 50, # cooldown: 3, # cast_time: 3, # }, #] remotesync var acceleration = Vector2.ZERO remotesync var velocity = Vector2.ZERO func set_health(x: float): health = x update_bars() func set_max_health(x: float): max_health = x update_bars() func set_mana(x: float): mana = x update_bars() func set_max_mana(x: float): max_mana = x update_bars() func update_bars(): if mana_bar is ProgressBar: mana_bar.max_value = max_mana mana_bar.value = mana if mana >= max_mana: mana_bar.hide() else: mana_bar.show() if health_bar is ProgressBar: health_bar.max_value = max_health health_bar.value = health if health >= max_health: health_bar.hide() else: health_bar.show() func _ready(): rset_config("position", MultiplayerAPI.RPC_MODE_SLAVE) var ns = get_tree().get_network_connected_peers().size() if ns < 1: print("Hiding Player Name %s..." % ns) name_label.hide() set_display_name(display_name) # if not is_network_master(): # mana_bar.hi func set_display_name(i_name): display_name = i_name if name_label is Label: name_label.text = display_name static func int_input_action(actions) -> int: if typeof(actions) == TYPE_ARRAY: var result = false for action in actions: result = result or Input.is_action_pressed(action) return int(result) else: return int(Input.is_action_pressed(actions)) func _physics_process(delta): # if get_viewport().get_camera() != null: name_label.rect_scale = Vector2(get_viewport().get_camera().zoom) self.mana += mana_per_sec * delta self.health += health_per_sec * delta _process_input() _process_animation() rset_unreliable("velocity", move_and_slide((velocity + acceleration).clamped(max_speed), Vector2.ZERO, false, 4, 0.785398, false).move_toward(Vector2.ZERO, friction * delta)) for index in get_slide_count(): var collision = get_slide_collision(index) if collision.collider is RigidBody2D: collision.collider.apply_central_impulse(-collision.normal * weight) # if is_network_master(): # rset_unreliable("position", position) func _process_input(): if is_network_master(): var iv = Vector2() # probably want to implement a "whichever one was pressed last" so that # players move as fast as possible without having to worry about switching # key frame perfectly iv.x = int_input_action(["ui_right", "right"]) - int_input_action(["ui_left", "left"]) iv.y = int_input_action(["ui_down", "down"]) - int_input_action(["ui_up", "up"]) rset_unreliable("acceleration", iv.normalized() * speed) rset_unreliable("position", position) func _process_animation(): if sprite == null: return if velocity == Vector2.ZERO: sprite.animation = "idle" else: sprite.animation = "run" if velocity.x < 0: sprite.flip_h = true elif velocity.x > 0: sprite.flip_h = false