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class_name UnitDefault
extends Unit
var speed := 1000.0
var direction := Vector2.RIGHT
func _physics_process(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 $RayWallLeft.is_colliding():
direction = Vector2.RIGHT
elif $RayWallRight.is_colliding():
direction = Vector2.LEFT
if is_on_floor():
if (
($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
move_and_slide()
func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
if event.is_action_pressed("select") and Game.selected_unit_type:
get_viewport().set_input_as_handled()
var unit = Game.selected_unit_type.instantiate()
unit.position = global_position
if "direction" in unit:
unit.direction = direction
get_tree().current_scene.add_child(unit)
queue_free()
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