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