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player.gd
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var syncPos = Vector2(0,0)
var syncRot = 0
@export var bullet :PackedScene
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
$GunRotation.look_at(get_viewport().get_mouse_position())
# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
syncPos = global_position
syncRot = rotation_degrees
if Input.is_action_just_pressed("Fire"):
var b = bullet.instantiate()
b.global_position = $GunRotation/BulletSpawn.global_position
b.rotation_degrees = $GunRotation.rotation_degrees
get_tree().root.add_child(b)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction = Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()