seeding-planets/entities/player/scripts/player.gd
2025-08-03 19:38:46 +02:00

55 lines
1.3 KiB
GDScript

extends CharacterBody2D
class_name Player
signal player_updated(player: Player)
@export var speed = 400
@onready var inventory: Inventory = Inventory.new()
var energy: int = 10:
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():
calculate_direction()
if Input.is_action_just_pressed("interact") and energy > 0:
try_interact()
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_interact():
var interactables: Array[Interactable]
for area2D in $InteractArea2D.get_overlapping_areas():
if area2D is Interactable:
interactables.push_front(area2D)
if len(interactables):
if len(interactables) > 1:
# Sort them to the closer
interactables.sort_custom(
func(el1: Interactable, el2: Interactable):
return el1.global_position.distance_to(global_position) > el2.global_position.distance_to(global_position)
)
interactables[0].interact(self)
energy -= 1
func _physics_process(_delta):
get_input()
move_and_slide()