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

95 lines
2.4 KiB
GDScript

extends CharacterBody2D
class_name Player
signal player_updated(player: Player)
var planet : Planet # mis à jour par la classe Planet
@export var speed = 400
@export var testPlantType : PlantType
@onready var inventory : Inventory = Inventory.new()
var max_energy : int = 10
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 energy : int = max_energy :
set(v):
energy = v
emit_signal("player_updated", self)
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:
calculate_direction()
if Input.is_action_just_pressed("action") and energy > 0:
action()
if Input.is_action_just_pressed("interact") and closest_interactable:
closest_interactable.interact(self)
if Input.is_action_just_pressed("drop") and inventory.lenght() > 0:
var item_to_drop = inventory.pop_item()
planet.drop_item(item_to_drop, global_position)
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 action():
if planet:
planet.plant(
testPlantType,
global_position
)
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 _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():
action()