-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathPlayer.gd
53 lines (40 loc) · 1.51 KB
/
Player.gd
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
extends KinematicBody2D
export (int) var player_index : int
var player1_texture = preload("res://assets/ships/player1.png")
var player2_texture = preload("res://assets/ships/player2.png")
const MISSILE = preload("res://Missile.tscn")
var sprite : Sprite
var sprite_size : Vector2
var shot_ready : bool = true
# Called when the node enters the scene tree for the first time.
func _ready():
sprite = get_node("Sprite")
sprite_size = sprite.texture.get_size()
if player_index == 0:
sprite.set_texture(player1_texture)
elif player_index == 1:
sprite.set_texture(player2_texture)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
var move = Vector2()
if Input.is_action_pressed("p%d_down" % (player_index + 1)):
move.y += 5
if Input.is_action_pressed("p%d_right" % (player_index + 1)):
move.x += 5
if Input.is_action_pressed("p%d_left" % (player_index + 1)):
move.x -= 5
if Input.is_action_pressed("p%d_up" % (player_index + 1)):
move.y -= 5
if Input.is_action_pressed("p%d_fire" % (player_index + 1)) && shot_ready:
var new_missile = MISSILE.instance()
new_missile.player_index = player_index
new_missile.position = position + get_node("MissileSpawnLocation").position
Globals.get_stage_node().add_child(new_missile)
shot_ready = false
get_node("ShotTimer").start()
var collision = move_and_collide(move)
if collision:
print("Collding with %s", collision.collider.name)
queue_free()
func _on_ShotTimer_timeout():
shot_ready = true