diff options
Diffstat (limited to 'scripts/PlayerCharacter.gd')
| -rw-r--r-- | scripts/PlayerCharacter.gd | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/scripts/PlayerCharacter.gd b/scripts/PlayerCharacter.gd index 4e194d0..a4c902d 100644 --- a/scripts/PlayerCharacter.gd +++ b/scripts/PlayerCharacter.gd @@ -5,11 +5,14 @@ export (int) var speed = 8 export (float) var walk_wobble_coeff = 5 export (NodePath) var gui_node +signal initiate_dialogue(other) +signal end_dialogue() + var velocity = Vector2() var look_dir = 1 # right = 1, left = -1 -var dialogue_active_with: Node = null +var in_dialogue: bool = false -func get_input(): +func update_input_and_movement(): velocity = Vector2() if Input.is_action_pressed('ui_right'): velocity.x += 1 @@ -19,8 +22,10 @@ func get_input(): velocity.y += 1 if Input.is_action_pressed('ui_up'): velocity.y -= 1 + velocity = velocity.normalized() * speed - + velocity = move_and_slide(velocity) + func _process(_delta): # Update walking wobble var is_moving = velocity.length_squared() > .0 @@ -38,26 +43,21 @@ func _process(_delta): look_dir = -1 $Sprite.set_scale(Vector2(look_dir, 1)) - -func run_dialogue(other: Node2D): - dialogue_active_with = other - var game: Game = get_tree().get_root().get_node("Game") - game.run_dialogue(other) func _physics_process(_delta): - get_input() - velocity = move_and_slide(velocity) + update_input_and_movement() var slide_count = get_slide_count() # If there are no collisions, player must have exited dialogue - if slide_count == 0: - dialogue_active_with = null + if slide_count == 0 and in_dialogue: + in_dialogue = false + emit_signal("end_dialogue") # If the player is colliding with a Dialogue group node and does not have an # active dialogue, run dialogue with the node for idx in slide_count: var coll = get_slide_collision(idx) - if coll.collider.is_in_group("Dialogue") and dialogue_active_with == null: - dialogue_active_with = coll.collider - run_dialogue(coll.collider) + if coll.collider.is_in_group("Dialogue") and not in_dialogue: + in_dialogue = true + emit_signal("initiate_dialogue", coll.collider) break |
