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SamToorchi edited this page Feb 9, 2020 · 4 revisions

Erzeugen eines Player

Struktur

  • KinematicBody2D
    • AnimationPlayer
    • Sprite --> Texture
    • CollisionShape2D --> Shape --> new Rectangle
    • Area2D
      • CollisionShape2D (muss das Objekt vollständig decken)

Skript

extends KinematicBody2D

const SPEED = 70

var movedir = Vector2(0, 0)

var spritedir = "down"


func controls_loop():
	var LEFT = Input.is_action_pressed("ui_left")
	var RIGHT = Input.is_action_pressed("ui_right")
	var UP = Input.is_action_pressed("ui_up")
	var DOWN = Input.is_action_pressed("ui_down")
	
	movedir.x = -int(LEFT) + int(RIGHT)
	movedir.y = -int(UP) + int(DOWN)


func movement_loop():
	var motion = movedir.normalized() * SPEED
	move_and_slide(motion, Vector2(0, 0))
	
func spritedir_loop():
	match movedir:
		Vector2(-1, 0):
			spritedir = "left"
		Vector2(1, 0):
			spritedir = "right"
		Vector2(0, -1):
			spritedir = "up"
		Vector2(0, 1):
			spritedir = "down"

func anim_switch(animation):
	var newanim = str(animation,spritedir)
	if $anim.current_animation != newanim:
		$anim.play(newanim)
	
func _physics_process(delta):
	controls_loop()
	movement_loop()
	spritedir_loop()
	
	if is_on_wall():
		if spritedir == "left" and test_move(transform, Vector2(-1, 0)):
			anim_switch("push")
		if spritedir == "right" and test_move(transform, Vector2(1, 0)):
			anim_switch("push")
		if spritedir == "up" and test_move(transform, Vector2(0, -1)):
			anim_switch("push")
		if spritedir == "down" and test_move(transform, Vector2(0, 1)):
			anim_switch("push")
	
	elif movedir != Vector2(0,0):
		anim_switch("walk")
	else:
		anim_switch("idle")
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