62 lines
1.4 KiB
GDScript
62 lines
1.4 KiB
GDScript
extends CharacterBody2D
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const SPEED = 400.0
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const JUMP_VELOCITY = -400.0
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var jumped = false
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@onready var animation = get_node("AnimatedSprite2D")
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@onready var healthBar: ProgressBar = $ProgressBar
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var health = 100
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func _ready() -> void:
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animation.play("idle")
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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if animation.animation != "jump" : animation.play("jump")
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elif is_on_floor():
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if animation.animation == "jump" : animation.play("idle")
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction > 0:
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if animation.animation == "idle" : animation.play("run")
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animation.flip_h = false
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elif direction < 0:
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if animation.animation == "idle" : animation.play("run")
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animation.flip_h = true
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else:
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if animation.animation == "run" : animation.play("idle")
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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#if global_position.y > 700:
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#print("DEAD")
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move_and_slide()
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func _on_enemy_hurt() -> void:
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if health - 50 == 0:
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get_tree().reload_current_scene()
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else:
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health -= 50
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healthBar.value -= 50
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