102 lines
3.6 KiB
GDScript
102 lines
3.6 KiB
GDScript
extends RigidBody2D
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@export var speed = 400
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@export var Bomb = load("res://bomb.tscn")
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@export var max_power = 1000 # Maximum throw power
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@export var charge_rate = 900 # Power increase per second
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@export var line_start_offset = 30 # Distance from the player where the line starts (in pixels)
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@export var gravity = 800.0 # Gravity force (pixels per second squared)
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@export var jump_force = -400.0 # Upward force applied during a jump
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@export var max_fall_speed = 1000.0 # Limit for how fast the player can fall
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@export var friction = 5
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@export var max_speed = 500.0
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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 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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line_indicator.add_point(Vector2.ZERO) # Ending point, will update dynamically
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func _process(delta: float) -> void:
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if position.y > 2000:
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get_tree().reload_current_scene()
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update_aim_direction() # Continuously update aiming direction
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# Start charging when "throw_bomb" is pressed (either button or key)
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if is_throwing_input_pressed() and (!bomb or !is_instance_valid(bomb)):
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charging = true
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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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# 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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var end_point = start_position + (aim_direction * current_power / 10)
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line_indicator.set_point_position(0, start_position) # Set the starting point of the vector
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line_indicator.set_point_position(1, end_point) # Set the ending point of the vector
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elif is_throwing_input_pressed() and is_instance_valid(bomb):
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bomb.trigger_explosion()
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elif not is_throwing_input_pressed() and charging:
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# Throw bomb when the action is released
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charging = false
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throw_bomb(current_power)
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current_power = 0.0 # Reset power
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# Reset Line2D to initial state after release
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line_indicator.set_point_position(0, Vector2.ZERO)
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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 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(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 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(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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if !bomb or !is_instance_valid(bomb):
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# Instantiate the bomb
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bomb = Bomb.instantiate() # Use global bomb reference
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bomb.position = global_position
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# Set the velocity for the bomb: direction * power
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var launch_velocity = aim_direction * power * 2
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bomb.set_velocity(launch_velocity)
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# Add the bomb to the scene
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add_child(bomb)
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func set_input_id(id: int) -> void:
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input_id = id
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