129 lines
3.2 KiB
GDScript
129 lines
3.2 KiB
GDScript
extends KinematicBody2D
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export var weight = 8
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export var max_speed = 80 # ~5 tiles/sec at top speed
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export var friction = 500
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export var speed = 20
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export var health = 100 setget set_health
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export var max_health = 100 setget set_max_health
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export var mana = 50 setget set_mana
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export var max_mana = 100 setget set_max_mana
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enum PlayerClass { WIZARD }
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onready var viewport = get_viewport()
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onready var sprite = $sprite
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onready var collider = $collider
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onready var name_displayer = $player_name
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onready var display_name = name
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onready var player_class = PlayerClass.WIZARD
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onready var skills = []
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# {
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# "name": "fireball",
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# "cooldown": 1,
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# "cast_time": 0,
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# "mana_cost": 25,
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# },
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# {
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# name: "crate",
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# cooldown: 0.5,
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# cast_time: 0.5,
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# mana_cost: 12,
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# },
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# {
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# name: "pillar",
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# mana_cost: 50,
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# cooldown: 3,
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# cast_time: 3,
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# },
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#]
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remotesync var acceleration = Vector2.ZERO
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remotesync var velocity = Vector2.ZERO
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func set_health(x):
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health = x
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$bars/health_bar.value = x
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maybe_hide_health_bar()
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func set_max_health(x):
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max_health = x
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$bars/health_bar.max_value = x
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maybe_hide_health_bar()
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func set_mana(x):
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mana = x
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$bars/mana_bar.value = x
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maybe_hide_mana_bar()
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func set_max_mana(x):
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max_mana = x
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$bars/mana_bar.max_value = x
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maybe_hide_mana_bar()
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func maybe_hide_mana_bar():
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if mana >= max_mana:
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$bars/mana_bar.hide()
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else:
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$bars/mana_bar.show()
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func maybe_hide_health_bar():
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if health >= max_health:
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$bars/health_bar.hide()
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else:
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$bars/health_bar.show()
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func _ready():
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# rset_config("acceleration", MultiplayerAPI.RPC_MODE_REMOTESYNC)
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# rset_config("velocity", MultiplayerAPI.RPC_MODE_REMOTESYNC)
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# rset_config("position", MultiplayerAPI.RPC_MODE_SLAVE)
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set_display_name(name)
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func set_display_name(i_name):
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display_name = i_name
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name_displayer.text = display_name
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static func int_input_action(actions) -> int:
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if typeof(actions) == TYPE_ARRAY:
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var result = false
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for action in actions:
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result = result or Input.is_action_pressed(action)
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return int(result)
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else:
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return int(Input.is_action_pressed(actions))
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func _physics_process(delta):
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self.mana += (10*delta)
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self.health += (1*delta)
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_process_input()
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_process_animation()
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rset("velocity", move_and_slide((velocity + acceleration).clamped(max_speed), Vector2.ZERO, false, 4, 0.785398, false).move_toward(Vector2.ZERO, friction * delta))
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for index in get_slide_count():
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var collision = get_slide_collision(index)
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if collision.collider is RigidBody2D:
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collision.collider.apply_central_impulse(-collision.normal * weight)
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# if is_network_master():
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# rset_unreliable("position", position)
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func _process_input():
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if is_network_master():
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var iv = Vector2()
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# probably want to implement a "whichever one was pressed last" so that
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# players move as fast as possible without having to worry about switching
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# key frame perfectly
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iv.x = int_input_action(["ui_right", "right"]) - int_input_action(["ui_left", "left"])
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iv.y = int_input_action(["ui_down", "down"]) - int_input_action(["ui_up", "up"])
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rset("acceleration", iv.normalized() * speed)
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func _process_animation():
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if velocity == Vector2.ZERO:
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sprite.animation = "idle"
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else:
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sprite.animation = "run"
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if velocity.x < 0:
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sprite.flip_h = true
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elif velocity.x > 0:
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sprite.flip_h = false
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