citylimits/addons/phantom_camera/examples/scripts/2D/PlayerCharacterBody2D.gd
Tony Bark 2b41f84b05 Lots of stuff I forgot to commit because Holidays
- D&D dice engine (see README)
- Markdown support
- Phantom camera
2023-12-24 20:39:57 -05:00

170 lines
4.7 KiB
GDScript

extends CharacterBody2D
@onready var player_area2D = %PlayerArea2D
@onready var player_sprite: Sprite2D = %PlayerSprite
@onready var interaction_prompt: Panel = %InteractionPrompt
@onready var ui_sign:Control = %UISign
@onready var item_pcam2D: PhantomCamera2D = %ItemFocusPhantomCamera2D
@onready var inventory_pcam2D: PhantomCamera2D = %InventoryPhantomCamera2D
@onready var dark_overlay: ColorRect = %DarkOverlay
const KEY_STRINGNAME: StringName = "Key"
const ACTION_STRINGNAME: StringName = "Action"
const INPUT_MOVE_LEFT_STRINGNAME: StringName = "move_left"
const INPUT_MOVE_RIGHT_STRINGNAME: StringName = "move_right"
const SPEED = 350.0
const JUMP_VELOCITY = -750.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity: int = 2400
var _is_interactive: bool
var _can_open_inventory: bool
var _movement_disabled: bool
var tween: Tween
var _interactive_UI: Control
var _active_pcam: PhantomCamera2D
enum InteractiveType {
NONE = 0,
ITEM = 1,
INVENTORY = 2,
}
var _interactive_object: InteractiveType = InteractiveType.NONE
var InputMovementDic: Dictionary = {
INPUT_MOVE_LEFT_STRINGNAME: {
KEY_STRINGNAME: KEY_A,
ACTION_STRINGNAME: INPUT_MOVE_LEFT_STRINGNAME
},
INPUT_MOVE_RIGHT_STRINGNAME: {
KEY_STRINGNAME: KEY_D,
ACTION_STRINGNAME: INPUT_MOVE_RIGHT_STRINGNAME
},
}
func _ready() -> void:
player_area2D.connect("body_shape_entered", _show_prompt)
player_area2D.connect("body_shape_exited", _hide_prompt)
for input in InputMovementDic:
var key_val = InputMovementDic[input].get(KEY_STRINGNAME)
var action_val = InputMovementDic[input].get(ACTION_STRINGNAME)
var movement_input = InputEventKey.new()
movement_input.physical_keycode = key_val
InputMap.add_action(action_val)
InputMap.action_add_event(action_val, movement_input)
func _unhandled_input(event: InputEvent) -> void:
if _is_interactive:
if Input.is_physical_key_pressed(KEY_F):
if tween:
tween.kill()
if not _movement_disabled:
tween = get_tree().create_tween()
_movement_disabled = true
_active_pcam.set_priority(10)
_show_interactive_node(_interactive_UI)
_interactive_node_logic()
else:
_hide_interactive_node(_interactive_UI)
_interactive_node_logic()
if Input.is_physical_key_pressed(KEY_ESCAPE) and _movement_disabled:
_hide_interactive_node(_interactive_UI)
_interactive_node_logic()
func _show_interactive_node(UI: Control) -> void:
UI.modulate.a = 0
UI.visible = true
tween.tween_property(UI, "modulate", Color.WHITE, 1).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_CIRC)
func _hide_interactive_node(UI: Control) -> void:
_movement_disabled = false
_active_pcam.set_priority(0)
UI.visible = false
func _interactive_node_logic() -> void:
match _interactive_object:
2:
if _movement_disabled:
dark_overlay.set_visible(true)
else:
dark_overlay.set_visible(false)
func _physics_process(delta: float) -> void:
if _movement_disabled: return
if not is_on_floor():
velocity.y += gravity * delta
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
var input_dir: = Input.get_axis(
INPUT_MOVE_LEFT_STRINGNAME,
INPUT_MOVE_RIGHT_STRINGNAME
)
if input_dir:
velocity.x = input_dir * SPEED
if input_dir > 0:
player_sprite.set_flip_h(false)
elif input_dir < 0:
player_sprite.set_flip_h(true)
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
func _show_prompt(body_rid: RID, body: Node2D, body_shape_index: int, local_shape: int) -> void:
if body is TileMap:
var tile_map: TileMap = body
var tile_coords: Vector2i = tile_map.get_coords_for_body_rid(body_rid)
var cell_data: TileData = tile_map.get_cell_tile_data(1, tile_coords)
if cell_data:
var cell_data_type: StringName = cell_data.get_custom_data("Type")
# var cell_global_pos: Vector2 = tile_map.to_global(tile_map.map_to_local(tile_coords))
_is_interactive = true
interaction_prompt.set_visible(true)
match cell_data_type:
"Sign":
_interactive_UI = %UISign
_active_pcam = item_pcam2D
_interactive_object = InteractiveType.ITEM
"Inventory":
_interactive_UI = %UIInventory
_interactive_object = InteractiveType.INVENTORY
_active_pcam = inventory_pcam2D
func _hide_prompt(body_rid: RID, body: Node2D, body_shape_index: int, local_shape: int) -> void:
if body is TileMap:
var tile_map: TileMap = body
var tile_coords: Vector2i = tile_map.get_coords_for_body_rid(body_rid)
var cell_data: TileData = tile_map.get_cell_tile_data(1, tile_coords)
if cell_data:
interaction_prompt.set_visible(false)
_is_interactive = false
_interactive_UI = null
_interactive_object = InteractiveType.NONE
_active_pcam = null