83 lines
2.1 KiB
GDScript
83 lines
2.1 KiB
GDScript
extends Node2D
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enum PlayerState {
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IDLE,
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WALKING,
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SHOVEL
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}
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signal DigSiteReached
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signal DigStop
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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var speed = 200
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var isInteracting = false
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var ShovelSprite
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var shovel_offset = Vector2.ZERO
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var NavTarget = Vector2.ZERO
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var State = PlayerState.IDLE
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var ShovelTimer = 0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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ShovelSprite = get_node("PirateWithShovelSprite")
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var ShovelTargetOffset = get_node("ShovelTargetOffset")
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shovel_offset = ShovelTargetOffset.transform.origin - self.transform.origin
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func start_dig():
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self.State = PlayerState.SHOVEL
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self.ShovelTimer = Globals.SHOVEL_DURATION
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func update_state(delta):
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if State == PlayerState.SHOVEL:
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ShovelTimer = ShovelTimer - delta
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if ShovelTimer < 0:
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emit_signal ("DigStop")
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ShovelTimer = 0
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State = PlayerState.IDLE
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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update_state(delta)
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Globals.DebugLabelAdd(str("Player.NavTarget: ", NavTarget))
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var direction = Vector2.ZERO
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if Input.is_action_pressed("walk_left"):
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direction.x = direction.x - 1
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if Input.is_action_pressed("walk_right"):
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direction.x = direction.x + 1
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if Input.is_action_pressed("walk_up"):
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direction.y = direction.y - 1
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if Input.is_action_pressed("walk_down"):
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direction.y = direction.y + 1
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direction = direction.normalized()
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var movement_target = NavTarget - shovel_offset
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var vec_to_target = movement_target - self.transform.origin
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var dist_to_target = vec_to_target.length()
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Globals.DebugLabelAdd(str("Direction: ", direction))
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if dist_to_target > speed * delta:
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direction = (vec_to_target).normalized()
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var velocity = direction * speed
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self.transform.origin = self.transform.origin + velocity * delta
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self.State = PlayerState.WALKING
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else:
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direction = Vector2.ZERO
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self.transform.origin = movement_target
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if self.State == PlayerState.WALKING:
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emit_signal ("DigSiteReached", Globals.WorldToGridCenter(NavTarget))
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ShovelSprite.visible = State == PlayerState.SHOVEL
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