mirror of
https://github.com/kodzukye/scrap-signal.git
synced 2026-04-27 03:07:34 +00:00
- Add atelier tilemap (14x14 tiles) with dark atmosphere - Add Journal D-891 interactable with Matteo Corda narrative - Add pushable frozen robot (reuses PushableBox logic) - Add PassageTrigger to reveal hidden path via TileMapLayer - Add RepairStation for SCRAP-09 self-repair mini-game - Add scrap09 puzzle in RepairMinigame with valid connections - Add door to cour unlocked by scrap09_repaired flag
90 lines
2.5 KiB
GDScript
90 lines
2.5 KiB
GDScript
extends CharacterBody2D
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const SPEED := 120
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const TILE_SIZE := 16
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@onready var sprite := $AnimatedSprite2D
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@onready var interaction_area := $InteractionArea
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@onready var push_ray := $PushRay
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@onready var hud : HUD = get_tree().get_first_node_in_group("hud")
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var last_direction := Vector2.DOWN
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var interactable : Node = null
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var is_locked := false :
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set(value):
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is_locked = value
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if value:
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velocity = Vector2.ZERO
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sprite.play("idle_" + _dir_name(last_direction))
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func _ready() -> void:
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add_to_group("player")
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interaction_area.area_entered.connect(_on_interaction_area_area_entered)
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interaction_area.area_exited.connect(_on_interaction_area_area_exited)
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if push_ray:
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push_ray.target_position = Vector2(17, 0)
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func _physics_process(_delta: float) -> void:
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if is_locked:
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velocity = Vector2.ZERO
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move_and_slide()
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return
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var direction := Input.get_vector(
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"move_left", "move_right", "move_up", "move_down"
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)
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if push_ray and direction != Vector2.ZERO:
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var dominant := _dominant_direction(direction)
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push_ray.target_position = dominant * (TILE_SIZE / 2.0 + 1)
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push_ray.force_raycast_update()
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if push_ray.is_colliding():
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var collider = push_ray.get_collider()
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if collider.is_in_group("pushable"):
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collider.try_push(dominant, TILE_SIZE)
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velocity = direction * SPEED
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move_and_slide()
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position = position.round()
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_update_animation(direction)
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func _dominant_direction(dir: Vector2) -> Vector2:
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if abs(dir.x) > abs(dir.y):
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return Vector2(sign(dir.x), 0)
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else:
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return Vector2(0, sign(dir.y))
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("interact") and interactable:
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interactable.interact()
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# --- Animation ---
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func _update_animation(direction: Vector2) -> void:
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if direction != Vector2.ZERO:
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last_direction = direction
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sprite.play("walk_" + _dir_name(direction))
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else:
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sprite.play("idle_" + _dir_name(last_direction))
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func _dir_name(dir: Vector2) -> String:
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if abs(dir.x) > abs(dir.y):
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return "right" if dir.x > 0 else "left"
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else:
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return "down" if dir.y > 0 else "up"
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# --- Interaction ---
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func _on_interaction_area_area_entered(area: Area2D) -> void:
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print("Area détectée : ", area.name, " | has interact: ", area.has_method("interact"))
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if area.has_method("interact"):
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interactable = area
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if hud:
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hud.show_prompt(area.prompt_text if "prompt_text" in area else "[E] Interagir")
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func _on_interaction_area_area_exited(area: Area2D) -> void:
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if area == interactable:
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interactable = null
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if hud:
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hud.hide_prompt()
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