space-ace/player/player.gd

77 lines
1.5 KiB
GDScript

extends Area2D
signal died
signal shield_changed
@onready var screensize = get_viewport_rect().size
@export var speed: int = 150
@export var cooldown: float = 0.25
@export var bullet_scene:PackedScene
@export var max_shield: float = 10.0
var shield = max_shield:
set = set_shield
var can_shoot = true
func _ready():
start()
func _process(delta):
var input = Input.get_vector("left", "right", "up", "down")
if input.x > 0:
$Ship.frame = 2
$Ship/Boosters.animation = "right"
elif input.x < 0:
$Ship.frame = 0
$Ship/Boosters.animation = "left"
else:
$Ship.frame = 1
$Ship/Boosters.animation = "forward"
position += input * speed * delta
position = position.clamp(Vector2(8, 8), screensize-Vector2(8, 8))
if Input.is_action_pressed("shoot"):
shoot()
func start():
show()
shield = max_shield
position = Vector2(screensize.x / 2, screensize.y - 64)
$GunCooldown.wait_time = cooldown
func shoot():
if not can_shoot:
return
can_shoot = false
$GunCooldown.start()
var b = bullet_scene.instantiate()
get_tree().root.add_child(b)
b.start(position + Vector2(0, -8))
func set_shield(value):
shield = min(max_shield, value)
shield_changed.emit(max_shield, shield)
if shield <= 0:
hide()
died.emit()
func _on_gun_cooldown_timeout():
can_shoot = true
func _on_player_area_entered(area):
if area.is_in_group("enemies"):
area.explode()
shield -= max_shield / 2.0 # Replace with function body.
func _on_area_entered(area):
if area.is_in_group("enemies"):
area.explode()
shield -= max_shield / 2.0 # Replace with function body.