plein de trucs dont des dialogues!
et ouai! appuye sur e pour parler au npc
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@@ -1,39 +1,47 @@
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class_name PlayerControler
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extends CharacterBody2D
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extends Node
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@export var speed = 250 # How fast the player will move (pixels/sec).
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@export var human: Human
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@export var ray : ShapeCast2D
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var interactable : Node2D
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# intensions of the player turner into a boolean
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@export var wants_to_grab = false;
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@onready var animation_tree := $AnimationTree
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@onready var state_machine := animation_tree.get("parameters/HumanState/playback") as AnimationNodeStateMachinePlayback
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var last_facing_direction = Vector2(0,-1) # facing south
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func readInputs():
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wants_to_grab = Input.is_action_pressed("grab");
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if state_machine.get_current_node() == "grabing":
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velocity = Vector2(0,0);
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func _unhandled_input(event: InputEvent) -> void:
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if (
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event.is_action("move_left") or
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event.is_action("move_right") or
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event.is_action("move_up") or
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event.is_action("move_down")
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):
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human.velocityVector = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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if event.is_action_pressed("grab"):
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if interactable:
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human.stop_interaction()
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human.wants_to_interact_with = interactable
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else:
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human.wants_to_grab = true
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else:
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velocity = Input.get_vector("move_left", "move_right", "move_up", "move_down") * speed
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human.wants_to_grab = false
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human.wants_to_interact_with = null
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func updateFacingDirectionInAnimationTree():
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animation_tree.set("parameters/HumanState/grabing/blend_position", last_facing_direction)
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animation_tree.set("parameters/HumanState/idling/blend_position", last_facing_direction)
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animation_tree.set("parameters/HumanState/walking/blend_position", last_facing_direction)
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func _process(delta) -> void:
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ray.target_position = human.last_facing_direction * 48
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func _physics_process(delta):
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readInputs()
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if human.last_facing_direction.y > 0 :
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ray.target_position = Vector2(0, 48)
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(ray.shape as RectangleShape2D).size = Vector2(50, 20)
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elif human.last_facing_direction.y < 0:
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ray.target_position = Vector2(0, -48)
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(ray.shape as RectangleShape2D).size = Vector2(50, 20)
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elif human.last_facing_direction.x > 0 :
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ray.target_position = Vector2(48, 0)
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(ray.shape as RectangleShape2D).size = Vector2(20, 50)
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else:
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ray.target_position = Vector2(-48, 0)
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(ray.shape as RectangleShape2D).size = Vector2(20, 50)
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# move the caracter
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move_and_slide()
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# compute the direction the player wants to look at
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if velocity:
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last_facing_direction = velocity.normalized()
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updateFacingDirectionInAnimationTree()
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func _on_area_2d_body_entered(body: Node2D) -> void:
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print(body)
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interactable = null
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if ray.is_colliding():
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var nbCollisions = ray.get_collision_count()
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for n in range(nbCollisions):
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var colider = ray.get_collider(n) as Node2D
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if colider != null and colider != get_parent():
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interactable = colider
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