using Godot; using System; public partial class Player : CharacterBody2D { [Export] float Speed; [Export] float sugar_speed; [Export] AnimationPlayer anim; [Export] Camera2D cam; [Export] TextureProgressBar bar; [ExportGroup("controls")] [Export] Control menu; [Export] PackedScene principal; public float PixelSize = 1.0f; float sugar { get; set;}= 50; const float MAX_SUGAR = 100; public override void _PhysicsProcess(double delta) { Vector2 velocity = Velocity; sugar -= (float)delta / sugar_speed; bar.Value = sugar; if(sugar <= 0) { } else if (sugar >= 100) { } Vector2 direction = Input.GetVector("left", "right", "up", "down"); direction = direction.Normalized(); if (direction != Vector2.Zero) { velocity = direction * Speed * (float)delta; } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed); velocity.Y = Mathf.MoveToward(Velocity.Y, 0, Speed); velocity = velocity.Round(); } if(Input.IsActionPressed("quit")) { Input.MouseMode = Input.MouseModeEnum.Visible; anim.Play("paused"); GetTree().Paused= true; } else if(velocity.X > 0) { anim.Play("right"); } else if (velocity.X < 0) { anim.Play("left"); } else if (velocity.Y > 0) { anim.Play("down"); } else if (velocity.Y < 0) { anim.Play("up"); } else { anim.Play("idle"); } Velocity = velocity; MoveAndSlide(); Position = Position.Round(); } }