blob: 5c1f0c2d25ca827b154ccd9246bdf010c7681cc2 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
|
extends Unit
var speed := 1000.0
var direction := Vector2.RIGHT
var was_climbing := false
var post_climb_position_fix := 3
func _physics_process(delta: float) -> void:
if $RayWallLeft.is_colliding() or $RayWallRight.is_colliding():
process_climbing(delta)
elif was_climbing:
var default = load("res://Units/Default.tscn").instantiate()
default.global_position = global_position + (post_climb_position_fix * direction)
default.direction = direction
get_tree().current_scene.add_child(default)
queue_free()
else:
process_walking(delta)
move_and_slide()
func process_walking(delta: float) -> void:
if not is_on_floor():
velocity.x = 0
velocity += get_gravity() * delta * Game.speed
if velocity.y > (get_gravity().y / 10):
$AnimatedSprite.play("fall")
if is_on_floor():
if $RayWallLeft.is_colliding() or $RayHeadLeft.is_colliding():
direction = Vector2.RIGHT
elif $RayWallRight.is_colliding() or $RayHeadRight.is_colliding():
direction = Vector2.LEFT
if (
($RaySlopeLeft.is_colliding() and not $RayWallLeft.is_colliding()) or
($RaySlopeRight.is_colliding() and not $RayWallRight.is_colliding())
):
position.y -= 10 * delta * Game.speed
position.x += 10 * direction.x * delta * Game.speed
velocity.x = direction.x * speed * delta * Game.speed
$AnimatedSprite.play("walk")
$AnimatedSprite.flip_h = direction.x < 0
func process_climbing(delta: float) -> void:
was_climbing = true
velocity.y = -((speed / 2) * delta * Game.speed)
$AnimatedSprite.play("climb")
|