seeding-planets/entities/player/scripts/player.gd
2025-10-13 18:53:44 +02:00

304 lines
7.9 KiB
GDScript

extends CharacterBody2D
class_name Player
const MAX_REACH = 100
const HOLDING_ITEM_SPRITE_SIZE = 20.
const DEFAULT_INVENTORY_SIZE = 2
signal player_updated(player: Player)
signal upgraded
var terrain : Terrain
var planet : Planet :
get(): return terrain if terrain is Planet else null
@export var speed = 350
var max_energy : int = 3
var has_just_received_instruction : bool = false # pour récupérer les zones dans les action_area, une frame doit être passée depuis la création de la zone
var controlling_player : bool = true :
set(v):
controlling_player = v
velocity = Vector2.ZERO
var instruction : Instruction = null
var energy : int = max_energy :
set(v):
energy = v
player_updated.emit(self)
@onready var inventory : Inventory = Inventory.new(DEFAULT_INVENTORY_SIZE)
@onready var preview_zone : ActionZone = null
@onready var action_zone : ActionZone = null
func _ready():
player_updated.emit(self)
inventory.inventory_changed.connect(_on_inventory_updated)
Pointer.player = self
func _input(_event) -> void:
if Input.is_action_pressed("change_item_left"):
inventory.change_current_item(1)
if Input.is_action_pressed("change_item_right"):
inventory.change_current_item(-1)
for i in range(1, 10):
if Input.is_action_pressed("item_" + str(i)):
inventory.set_current_item(i - 1)
# Méthode déclenchée par la classe planet
func _start_pass_day():
controlling_player = false
instruction = null
# Méthode déclenchée par la classe planet
func _pass_day():
full_recharge()
# Méthode déclenchée par la classe planet
func _end_pass_day():
controlling_player = true
func _process(_delta):
if controlling_player:
var old_velocity=velocity
calculate_direction()
if instruction and instruction.can_be_done(self) and not has_just_received_instruction:
instruction.do(self)
instruction = null
move_preview_zone(get_global_mouse_position())
has_just_received_instruction = false
# Sound
if old_velocity.length()==0 and velocity.length()!=0:
play_sfx("move")
else:
velocity = Vector2.ZERO
move_and_slide()
func _on_inventory_updated(_inventory: Inventory):
var item : Item = inventory.get_item()
if item:
setup_preview_zone(item.usage_zone_radius)
var item_texture = item.icon
%ItemSprite.texture = item_texture
%ItemSprite.scale = Vector2(
1./(item_texture.get_width()/HOLDING_ITEM_SPRITE_SIZE),
1./(item_texture.get_height()/HOLDING_ITEM_SPRITE_SIZE)
)
%HideEyes.visible = item != null
%ItemSprite.visible = item != null
emit_signal("player_updated", self)
func calculate_direction():
var input_direction: Vector2 = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if input_direction.length() != 0:
instruction = null
if instruction:
input_direction = self.global_position.direction_to(instruction.position)
velocity = input_direction * speed
if input_direction.x:
flip_character(input_direction.x > 0)
func flip_character(face_right = true):
$Sprite.flip_h = not face_right
%ItemSprite.position.x = abs(%ItemSprite.position.x) * (1 if face_right else -1)
%HideEyes.position.x = abs(%ItemSprite.position.x) * (1 if face_right else -1)
func can_interact(interactable : Interactable):
return interactable.can_interact(self)
func try_interact(interactable : Interactable):
if interactable:
has_just_received_instruction = true
instruction = InteractableInstruction.new(
interactable
)
func try_move(move_to : Vector2):
instruction = MoveInstruction.new(move_to)
func pick_item(item : Item) -> Item:
play_sfx("pick")
var available_slot_ind = inventory.get_best_available_slot_ind()
if available_slot_ind == inventory.current_item_ind && inventory.items[available_slot_ind] != null:
var current_item : Item = inventory.get_item()
inventory.set_item(item, available_slot_ind)
return current_item
else :
if inventory.set_item(item, available_slot_ind):
inventory.set_current_item(available_slot_ind);
return null
func drop_item():
var item_to_drop = inventory.pop_item()
if item_to_drop:
terrain.drop_item(item_to_drop, global_position)
play_sfx("drop")
func delete_item(item: Item):
inventory.remove_item(item)
func try_use_item(item : Item, use_position : Vector2):
has_just_received_instruction = true
setup_action_zone(use_position, item.usage_zone_radius)
instruction = ItemActionInstruction.new(
use_position,
item
)
func preview_can_use_item(item : Item) -> bool:
return can_use_item_on_zone(item, preview_zone)
func can_use_item_on_zone(item : Item, zone: ActionZone) -> bool:
return (
inventory.has_item(item)
and (energy - item.energy_usage) >= 0
and item.can_use(self, zone)
)
func use_item(item : Item):
if can_use_item_on_zone(item, action_zone):
var is_item_used = item.use(self, action_zone)
if is_item_used:
energy -= item.energy_usage
if item.is_one_time_use():
inventory.remove_current_item()
func upgrade_max_energy(amount = 1):
max_energy += amount
upgraded.emit()
player_updated.emit(self)
func upgrade_inventory_size(amount = 1):
inventory.items.resize(inventory.items.size() + amount)
upgraded.emit()
player_updated.emit(self)
func recharge(amount : int = max_energy):
energy = energy + amount
upgraded.emit()
func full_recharge():
energy = max(energy, max_energy)
func generate_action_zone(radius : int = 0) -> ActionZone:
var zone = ActionZone.new(radius)
get_parent().add_child(zone.area)
return zone
func setup_preview_zone(zone_radius : int) -> ActionZone:
if preview_zone:
preview_zone.destroy()
preview_zone = generate_action_zone(zone_radius)
return preview_zone
func setup_action_zone(zone_position : Vector2, zone_radius : int) -> ActionZone:
if action_zone:
action_zone.destroy()
action_zone = generate_action_zone(zone_radius)
action_zone.area.global_position = zone_position
return action_zone
func move_preview_zone(zone_position : Vector2):
if preview_zone:
preview_zone.move_to_position(zone_position)
func play_sfx(sound : String):
match sound:
"dig":
$Audio/AudioStreamPlayer_dig.play()
"harvest":
$Audio/AudioStreamPlayer_harvest.play()
"pick":
$Audio/AudioStreamPlayer_pick_up.play()
"drop":
$Audio/AudioStreamPlayer_drop.play()
"move":
$Audio/AudioStreamPlayer_movement.play()
class Instruction:
var position : Vector2
func _init(_pos : Vector2):
position = _pos
func can_be_done(player : Player):
return player.global_position.distance_to(position) < 10
func do(_player : Player):
pass
class MoveInstruction extends Instruction:
pass
class ItemActionInstruction extends Instruction:
var item = Item
func _init(_pos : Vector2, _item : Item):
position = _pos
item = _item
func can_be_done(player : Player):
return player.global_position.distance_to(position) < player.MAX_REACH
func do(player : Player):
player.use_item(item)
class InteractableInstruction extends Instruction:
var interactable = Interactable
func _init(_interactable : Interactable):
interactable = _interactable
position = interactable.global_position
func can_be_done(player : Player):
return player.global_position.distance_to(position) < player.MAX_REACH
func do(player : Player):
interactable.interact(player)
class ActionZone:
var radius : int = 10
var area : Area2D
func _init(_r : int):
radius = _r
area = Area2D.new()
var collision_shape = CollisionShape2D.new()
var circle_shape = CircleShape2D.new()
circle_shape.radius = radius
collision_shape.shape = circle_shape
area.add_child(collision_shape)
func destroy():
area.queue_free()
func get_global_position() -> Vector2:
return Vector2.ZERO if area == null else area.global_position
func move_to_position(pos : Vector2):
if area:
area.global_position = pos
func get_points_in_zone(point_factor = 10) -> Array[Vector2]:
var points : Array[Vector2] = []
for x in range(-radius, radius, point_factor):
for y in range(-radius, radius, point_factor):
if Vector2(x, y).length() <= radius:
points.append(area.global_position + Vector2(x, y))
return points