123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172 |
- extends KinematicBody2D
- export (int) var SPEED = 200
- var velocity = Vector2()
- var shooting = true
- onready var timer = get_node("Timer")
- func _ready():
- # Called when the node is added to the scene for the first time.
- # Initialization here
- timer.stop()
- pass
- func get_input():
- velocity = Vector2()
- if Input.is_action_pressed('ui_right'):
- velocity.x += 1
- elif Input.is_action_pressed('ui_left'):
- velocity.x -= 1
- elif Input.is_action_pressed('ui_down'):
- velocity.y += 1
- elif Input.is_action_pressed('ui_up'):
- velocity.y -= 1
-
-
- velocity = velocity.normalized() * SPEED
- func _process(delta):
- var speed_x = 0
-
- position.x = position.x + speed_x
-
- if Input.is_action_pressed("ui_accept") :
- if timer.is_stopped():
- var fireball = load("res://bullet.tscn").instance()
- var spawner = get_node("Position2D")
-
- fireball.position = spawner.get_global_position()
- get_node("/root").add_child(fireball)
- restart_timer()
- pass
- func _physics_process(delta):
- get_input()
- var collision_info = move_and_collide(velocity * delta)
- if collision_info:
- collision_info.get_collider().free()
- free()
- #func _process(delta):
- # # Called every frame. Delta is time since last frame.
- # # Update game logic here.
- # pass
- func restart_timer():
- timer.start()
- timer.set_wait_time(0.5)
- func _on_Timer_timeout():
- timer.stop()
|