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

177 lines
4.1 KiB
GDScript

extends CharacterBody2D
class_name Player
const MAX_REACH_CIRCLE_OPACITY = 0.1
signal player_updated(player: Player)
signal action_tried_without_energy
signal action_not_permitted
signal upgraded
var planet : Planet # mis à jour par la classe Planet
@export var speed = 350
@onready var inventory : Inventory = Inventory.new()
var max_energy : int = 3
var max_reach : int = 100 :
set(v):
max_reach = v
queue_redraw()
var controlling_player : bool = true :
set(v):
controlling_player = v
velocity = Vector2.ZERO
var target_interactable : Interactable = null # mis à jour par la classe Interactable
var can_use_item : bool = false :
set(v):
var old = can_use_item
can_use_item = v
if old != can_use_item:
print("emit")
player_updated.emit(self)
var energy : int = max_energy :
set(v):
energy = v
player_updated.emit(self)
var action_area : ActionArea = null :
set(v):
action_area = v
queue_redraw()
func _ready():
player_updated.emit(self)
inventory.inventory_changed.connect(_on_inventory_updated)
Pointer.player = self
# Méthode déclenchée par la classe planet
func _pass_day():
energy = max_energy
target_interactable = null
func _process(_delta):
get_input()
move_and_slide()
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()
func _on_inventory_updated(_inventory: Inventory):
emit_signal("player_updated", self)
func _draw():
if action_area:
draw_arc(
Vector2.ZERO,
max_reach,
0.,
2*PI,
30,
Color(Color.WHITE,MAX_REACH_CIRCLE_OPACITY),
1
)
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)
if action_area:
action_area.activated = can_use_item
if target_interactable and target_interactable in $InteractArea2D.get_overlapping_areas():
if target_interactable.can_interact(self):
Pointer.stop_inspect_entity(target_interactable)
target_interactable.interact(self)
target_interactable = null
if Input.is_action_just_pressed("action"):
try_use_item()
if Input.is_action_just_pressed("drop") and inventory.get_item():
drop_item()
if old_velocity.length()==0 and velocity.length()!=0:
play_sfx("move")
func calculate_direction():
var input_direction: Vector2 = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if input_direction.length() != 0:
target_interactable = null
if target_interactable:
input_direction = self.global_position.direction_to(target_interactable.global_position)
velocity = input_direction * speed
if input_direction.x:
$Sprite.flip_h = (input_direction.x < 0)
func try_use_item():
if energy == 0:
action_tried_without_energy.emit()
elif not can_use_item:
action_not_permitted.emit()
if energy > 0 and can_use_item:
use_item()
func get_item(item : Item):
remove_action_area()
inventory.set_item(item)
var new_action_area = item.generate_action_area(self)
if new_action_area != null :
add_action_area(new_action_area)
play_sfx("pick")
func drop_item():
var item_to_drop = inventory.pop_item()
planet.drop_item(item_to_drop, global_position)
remove_action_area()
play_sfx("drop")
func delete_item():
inventory.set_item(null)
remove_action_area()
func use_item():
var item : 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()
func add_action_area(area : ActionArea):
action_area = area
add_child(action_area)
func remove_action_area():
if (action_area):
remove_child(action_area)
action_area.queue_free()
action_area = null
func upgrade():
max_energy += 1
energy += 1
upgraded.emit()
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()