Files
SemesterGameJam2022/scripts/Player.gd
2022-12-10 19:49:09 +01:00

98 lines
2.1 KiB
GDScript

extends CharacterBody3D
#-----------Parameters--------------#
var SPEED = 10
var movement = Vector3(0,0,0)
var inventory = 0 #1 - full, 0 - empty inventory
var resource = 0 : get = getResource
var is_alive = true
@onready var is_player1 = true
var walking
var idle
enum TYPE {AMMO, GUNPOWDER, FUEL}
#---------------Methods--------------#
func _ready():
walking = "walking"
idle = "idle"
func _physics_process(delta):
if(velocity.length() > 0):
$AnimatedSprite3D.play(walking)
else:
$AnimatedSprite3D.play(idle)
movement = Vector3(0,0,0)
check_interaction()
check_input()
velocity = movement * SPEED
if velocity.x < 0:
$AnimatedSprite3D.rotation.y = deg_to_rad(90)
if velocity.x > 0:
$AnimatedSprite3D.rotation.y = deg_to_rad(-90)
if velocity.z > 0:
$AnimatedSprite3D.rotation.y = deg_to_rad(-180)
if velocity.z < 0:
$AnimatedSprite3D.rotation.y = deg_to_rad(0)
move_and_slide()
func check_input():
if is_player1:
if Input.is_action_pressed("p1_left"):
movement.x -= 1
if Input.is_action_pressed("p1_right"):
movement.x += 1
if Input.is_action_pressed("p1_up"):
movement.z -= 1
if Input.is_action_pressed("p1_down"):
movement.z += 1
else:
if Input.is_action_pressed("p2_left"):
movement.x -= 1
if Input.is_action_pressed("p2_right"):
movement.x += 1
if Input.is_action_pressed("p2_up"):
movement.z -= 1
if Input.is_action_pressed("p2_down"):
movement.z += 1
func check_interaction():
var action
if is_player1:
action = "p1_interact"
else:
action = "p2_interact"
if Input.is_action_just_pressed(action):
for body in $HitBox.get_overlapping_bodies():
if body is Module:
#Storage interaction
if not inventory && body is Storage:
body.interact(self)
elif inventory && not body is Storage:
body.interact(self)
func fill_inventory(type):
self.inventory = 1
self.resource = type
match self.resource:
0:
walking = "walking_ball"
idle = "idle_ball"
1:
walking = "walking_powder"
idle = "idle_powder"
2:
walking = "walking_coal"
idle = "idle_coal"
func getResource():
return self.resource
func clearInventory():
inventory = 0