local Multiplayer support
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24
player.gd
24
player.gd
@@ -12,20 +12,23 @@ extends RigidBody2D
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@export var friction = 5
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@export var max_speed = 500.0
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@export var player_index = 0 # Default to keyboard (-1). Set to controller ID for multiplayer.
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var input_id = -1 # Default to keyboard (-1). Set to controller ID for multiplayer.
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var charging = false
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var current_power = 0.0
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var bomb = null # Global bomb reference
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var aim_direction = Vector2(1, -1) # Default aiming direction
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@onready var velocity_label = $Label
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@onready var label = $Label
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@onready var line_indicator = $Line2D # Reference to the Line2D node
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# Dead zone for joystick input
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var dead_zone = 0.2
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func _ready() -> void:
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label.text = str(input_id)
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# Set the initial points for the Line2D to indicate the starting vector
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line_indicator.clear_points()
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line_indicator.add_point(Vector2.ZERO) # Starting point at the player
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@@ -43,9 +46,6 @@ func _process(delta: float) -> void:
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current_power += charge_rate * delta
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current_power = min(current_power, max_power) # Cap power at max_power
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# Update velocity on the label
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velocity_label.text = "Power: " + str(current_power)
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# Set the start position of the line a bit away from the player
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var start_position = aim_direction * line_start_offset
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# Update the Line2D to visualize the throw direction and power
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@@ -67,21 +67,21 @@ func _process(delta: float) -> void:
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line_indicator.set_point_position(1, Vector2.ZERO)
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func update_aim_direction():
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if player_index == -1: # Keyboard/Mouse
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if input_id == -1: # Keyboard/Mouse
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aim_direction = (get_global_mouse_position() - global_position).normalized()
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else: # Controller
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var joy_x = Input.get_joy_axis(player_index, JOY_AXIS_LEFT_X)
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var joy_y = Input.get_joy_axis(player_index, JOY_AXIS_LEFT_Y)
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var joy_x = Input.get_joy_axis(input_id, JOY_AXIS_LEFT_X)
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var joy_y = Input.get_joy_axis(input_id, JOY_AXIS_LEFT_Y)
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# Apply dead zone
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if abs(joy_x) > dead_zone or abs(joy_y) > dead_zone:
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aim_direction = Vector2(joy_x, joy_y).normalized()
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func is_throwing_input_pressed() -> bool:
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if player_index == -1: # Keyboard/Mouse
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if input_id == -1: # Keyboard/Mouse
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return Input.is_action_pressed("throw_bomb")
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else: # Controller (use A button for throwing)
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return Input.is_joy_button_pressed(player_index, JOY_BUTTON_A)
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return Input.is_joy_button_pressed(input_id, JOY_BUTTON_A)
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func throw_bomb(power: float):
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# Check if there is no bomb or if the current bomb instance is invalid
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@@ -97,5 +97,5 @@ func throw_bomb(power: float):
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# Add the bomb to the scene
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add_child(bomb)
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# Clear velocity display after throwing (optional)
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velocity_label.text = "Power: 0"
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func set_input_id(id: int) -> void:
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input_id = id
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