Files
scrap-signal/entities/player/player.gd

51 lines
1.4 KiB
GDScript

extends CharacterBody2D
const SPEED := 120
@onready var sprite := $AnimatedSprite2D
@onready var interaction_area := $InteractionArea
var last_direction := Vector2.DOWN
var interactable : Node = null
func _ready() -> void:
interaction_area.area_entered.connect(_on_interaction_area_area_entered)
interaction_area.area_exited.connect(_on_interaction_area_area_exited)
func _physics_process(_delta: float) -> void:
var direction := Input.get_vector(
"move_left", "move_right", "move_up", "move_down"
)
velocity = direction * SPEED
move_and_slide()
position = position.round()
_update_animation(direction)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("interact") and interactable:
interactable.interact()
# --- Animation ---
func _update_animation(direction: Vector2) -> void:
if direction != Vector2.ZERO:
last_direction = direction
sprite.play("walk_" + _dir_name(direction))
else:
sprite.play("idle_" + _dir_name(last_direction))
func _dir_name(dir: Vector2) -> String:
if abs(dir.x) > abs(dir.y):
return "right" if dir.x > 0 else "left"
else:
return "down" if dir.y > 0 else "up"
# --- Interaction ---
func _on_interaction_area_area_entered(area: Area2D) -> void:
print("Area détectée : ", area.name)
if area.has_method("interact"):
interactable = area
func _on_interaction_area_area_exited(area: Area2D) -> void:
if area == interactable:
interactable = null