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| 1 | +extends Area2D |
| 2 | + |
| 3 | +######## |
| 4 | +# Player |
| 5 | + |
| 6 | +signal dead |
| 7 | + |
| 8 | +const DAMP_FACTOR = 0.9 |
| 9 | +const MOVE_SPEED = Vector2(500, 500) |
| 10 | + |
| 11 | +var velocity = Vector2() |
| 12 | +var is_dead = false |
| 13 | + |
| 14 | +var initial_position = Vector2() |
| 15 | + |
| 16 | +onready var collision_shape = $CollisionShape2D |
| 17 | +onready var animation_player = $AnimationPlayer |
| 18 | +onready var explosion = $Explosion |
| 19 | +onready var bullet_system = $BulletSystem |
| 20 | +onready var death_timer = $DeathTimer |
| 21 | + |
| 22 | +################### |
| 23 | +# Lifecycle methods |
| 24 | + |
| 25 | +func _ready(): |
| 26 | + # Connect the "area_entered" signal from Area2D to "_on_area_entered" method. |
| 27 | + self.connect("area_entered", self, "_on_area_entered") |
| 28 | + self.death_timer.connect("timeout", self, "_on_death_timeout") |
| 29 | + |
| 30 | + self.initial_position = self.position |
| 31 | + |
| 32 | +func _process(delta): |
| 33 | + # Do not process if dead |
| 34 | + if self.is_dead: |
| 35 | + return |
| 36 | + |
| 37 | + # Get movement |
| 38 | + var movement = self._handle_movement() |
| 39 | + if movement == Vector2(): |
| 40 | + # Damp velocity if idle |
| 41 | + self.velocity *= DAMP_FACTOR |
| 42 | + else: |
| 43 | + # Update velocity |
| 44 | + self.velocity = movement * MOVE_SPEED |
| 45 | + |
| 46 | + # Fire |
| 47 | + self._handle_fire() |
| 48 | + |
| 49 | + # Update position |
| 50 | + self.position += self.velocity * delta |
| 51 | + # Make sure you are still on screen |
| 52 | + self._clamp_position() |
| 53 | + |
| 54 | +################ |
| 55 | +# Public methods |
| 56 | + |
| 57 | +func explode(): |
| 58 | + """Explode.""" |
| 59 | + # Do not explode if dead |
| 60 | + if self.is_dead: |
| 61 | + return |
| 62 | + |
| 63 | + # Reset velocity |
| 64 | + self.velocity = Vector2() |
| 65 | + self.bullet_system.firing = false |
| 66 | + self.is_dead = true |
| 67 | + |
| 68 | + self.explosion.play() |
| 69 | + self.animation_player.play("explode") |
| 70 | + self.collision_shape.set_deferred("disabled", true) |
| 71 | + self.emit_signal("dead") |
| 72 | + |
| 73 | + self.death_timer.start() |
| 74 | + |
| 75 | +################# |
| 76 | +# Private methods |
| 77 | + |
| 78 | +func _handle_movement(): |
| 79 | + """Compute movement.""" |
| 80 | + var movement = Vector2() |
| 81 | + if Input.is_action_pressed("ui_left"): |
| 82 | + movement.x -= 1 |
| 83 | + if Input.is_action_pressed("ui_right"): |
| 84 | + movement.x += 1 |
| 85 | + if Input.is_action_pressed("ui_up"): |
| 86 | + movement.y -= 1 |
| 87 | + if Input.is_action_pressed("ui_down"): |
| 88 | + movement.y += 1 |
| 89 | + |
| 90 | + return movement |
| 91 | + |
| 92 | +func _handle_fire(): |
| 93 | + """Handle fire.""" |
| 94 | + if Input.is_action_pressed("ui_accept"): |
| 95 | + self.bullet_system.firing = true |
| 96 | + else: |
| 97 | + self.bullet_system.firing = false |
| 98 | + |
| 99 | +func _clamp_position(): |
| 100 | + """Clamp position.""" |
| 101 | + var game_size = self.get_viewport().size |
| 102 | + |
| 103 | + self.position.x = clamp(self.position.x, 0, game_size.x) |
| 104 | + self.position.y = clamp(self.position.y, 0, game_size.y) |
| 105 | + |
| 106 | +################# |
| 107 | +# Event callbacks |
| 108 | + |
| 109 | +func _on_area_entered(area): |
| 110 | + if area.is_in_group("Rock"): |
| 111 | + area.explode() |
| 112 | + self.explode() |
| 113 | + elif area.is_in_group("Enemy"): |
| 114 | + self.explode() |
| 115 | + |
| 116 | +func _on_death_timeout(): |
| 117 | + self.position = self.initial_position |
| 118 | + self.is_dead = false |
| 119 | + self.collision_shape.set_deferred("disabled", false) |
| 120 | + |
| 121 | + self.animation_player.play("idle") |
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