godot-shooter / starfield-background / files / Player.gd
Branch starfield-background · default branch · all branches
Player.gd
b856550a 2023-10-30 Pavel Safronov | 1 | extends KinematicBody2D |
| 2 | ||
| 3 | export var move_speed = 200 | |
| 4 | export var health = 8 | |
| 5 | export var max_health = 10 | |
| 6 | export var shot_period_seconds = .1 | |
| 7 | export var bullet: PackedScene | |
| 8 | ||
f1a0def4 2023-10-31 Pavel Safronov | 9 | var PopupControl = preload("res://Popup.tscn") |
b856550a 2023-10-30 Pavel Safronov | 10 | |
| 11 | var dead = false | |
| 12 | var velocity = Vector2.ZERO | |
| 13 | var can_fire = true | |
| 14 | ||
| 15 | ||
| 16 | func _process(delta: float) -> void: | |
| 17 | if Input.is_action_just_pressed("exit"): | |
f1a0def4 2023-10-31 Pavel Safronov | 18 | if OS.get_name() == "OSX": |
| 19 | get_tree().quit() | |
59b480f0 2023-10-31 Pavel Safronov | 20 | else: |
| 21 | restart() | |
b856550a 2023-10-30 Pavel Safronov | 22 | if Input.is_action_just_pressed("restart"): |
| 23 | restart() | |
| 24 | if dead: | |
| 25 | return | |
| 26 | if Input.is_action_pressed("shoot"): | |
| 27 | shoot() | |
c7a34446 2023-10-31 Pavel Safronov | 28 | $Graphics/Alive/Control/HealthLabel.text = "%s / %s" % [health, max_health] |
| 29 | $Graphics/Alive/Control.global_rotation = 0 | |
b856550a 2023-10-30 Pavel Safronov | 30 | |
| 31 | ||
| 32 | func _physics_process(delta: float) -> void: | |
| 33 | if dead: | |
| 34 | return | |
| 35 | handle_mouse_controls(delta) | |
| 36 | velocity = move_and_slide(velocity) | |
| 37 | ||
| 38 | func restart(): | |
| 39 | get_tree().reload_current_scene() | |
| 40 | ||
| 41 | func handle_mouse_controls(delta: float) -> void: | |
| 42 | global_rotation = global_position.direction_to(get_global_mouse_position()).angle() + PI/2.0 | |
| 43 | var turn_dir = Input.get_action_strength("move_right") - Input.get_action_strength("move_left") | |
| 44 | global_rotation += turn_dir * delta | |
| 45 | var direction = Vector2.UP.rotated(global_rotation) | |
| 46 | var forward_dir = Input.get_action_strength("move_up") - Input.get_action_strength("move_down") | |
| 47 | if forward_dir != 0: | |
| 48 | var diff = direction * forward_dir * move_speed * delta | |
| 49 | position += diff | |
| 50 | ||
| 51 | func kill(): | |
| 52 | if dead: | |
| 53 | return | |
| 54 | dead = true | |
| 55 | $Graphics/Dead.show() | |
| 56 | $Graphics/Alive.hide() | |
| 57 | $CanvasLayer/DeathScreen.show() | |
| 58 | z_index = -1 | |
| 59 | ||
| 60 | func hurt(): | |
| 61 | if dead: | |
| 62 | return | |
| 63 | health -= 1 | |
| 64 | if health <= 0: | |
| 65 | kill() | |
| 66 | ||
| 67 | func shoot(): | |
| 68 | if !can_fire: | |
| 69 | return | |
| 70 | can_fire = false | |
| 71 | $ShotTimer.wait_time = shot_period_seconds | |
| 72 | $ShotTimer.start() | |
| 73 | var b = bullet.instance() | |
| 74 | owner.add_child(b) | |
| 75 | b.transform = $Barrel.global_transform | |
| 76 | ||
| 77 | func allow_fire(): | |
| 78 | can_fire = true |