seeding-planets/entities/player/scripts/player.gd

150 lines
3.8 KiB
GDScript

extends CharacterBody2D
class_name Player
signal player_updated(player: Player)
signal action_tried_without_energy
signal upgraded
var planet : Planet # mis à jour par la classe Planet
@export var speed = 400
@onready var inventory : Inventory = Inventory.new()
var max_energy : int = 3
var controlling_player : bool = true :
set(v):
controlling_player = v
velocity = Vector2.ZERO
var closest_interactable : Interactable = null :
set(v):
var old = closest_interactable
closest_interactable = v
if old != closest_interactable:
player_updated.emit(self)
var can_use_item : bool = false :
set(v):
var old = can_use_item
can_use_item = v
if old != can_use_item:
player_updated.emit(self)
var can_interact : bool = false :
set(v):
var old = can_interact
can_interact = v
if old != can_interact:
player_updated.emit(self)
var energy : int = max_energy :
set(v):
energy = v
emit_signal("player_updated", self)
var action_area : ActionArea = null
func _ready():
emit_signal("player_updated", self)
inventory.inventory_changed.connect(_on_inventory_updated)
func _on_inventory_updated(_inventory: Inventory):
emit_signal("player_updated", self)
func get_input():
if controlling_player:
var old_velocity=velocity
calculate_direction()
can_use_item = inventory.get_item() and inventory.get_item().can_use(self)
can_interact = closest_interactable and closest_interactable.can_interact(self)
if action_area:
action_area.activated = can_use_item
if Input.is_action_just_pressed("action"):
try_use_item()
if Input.is_action_just_pressed("interact") and closest_interactable and can_interact:
closest_interactable.interact(self)
if Input.is_action_just_pressed("drop") and inventory.get_item():
drop_item()
if old_velocity.length()==0 and velocity.length()!=0:
$Audio/AudioStreamPlayer_movement.play()
func calculate_direction():
var input_direction: Vector2 = Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = input_direction * speed
if input_direction.x:
$Sprite.flip_h = (input_direction.x < 0)
func try_use_item():
if energy == 0 and inventory.get_item():
action_tried_without_energy.emit()
if energy > 0 and can_use_item:
use_item()
func get_item(item : Item):
remove_action_area()
inventory.set_item(item)
if item is ToolItem:
add_action_area(item.generate_action_area())
func drop_item():
var item_to_drop = inventory.pop_item()
planet.drop_item(item_to_drop, global_position)
remove_action_area()
func delete_item():
inventory.set_item(null)
remove_action_area()
func use_item():
var item = inventory.get_item()
var is_item_used = item.use(self)
if is_item_used:
energy -= 1
if item.is_one_time_use():
delete_item()
# Méthode déclenchée par la classe planet
func _pass_day():
energy = max_energy
func detect_closest_interactable():
var in_range_interactables : Array[Interactable] = []
for area in $InteractArea2D.get_overlapping_areas():
if area is Interactable and area.available:
in_range_interactables.append(area)
in_range_interactables.sort_custom(
func(a : Node2D, b : Node2D) :
return a.global_position.distance_to(global_position) > b.global_position.distance_to(global_position)
)
if len(in_range_interactables) > 0:
closest_interactable = in_range_interactables[0]
else :
closest_interactable = null
func add_action_area(area : ActionArea):
action_area = area
add_child(action_area)
func remove_action_area():
if (action_area):
remove_child(action_area)
func upgrade():
max_energy += 1
energy += 1
upgraded.emit()
func _process(_delta):
get_input()
move_and_slide()
detect_closest_interactable()
func _on_root_gui_day_pass_pressed():
controlling_player = false
func _on_root_gui_day_pass_finished():
controlling_player = true
func _on_root_gui_game_click():
try_use_item()