extends KinematicBody2D class_name PlayerCharacter export (int) var speed = 8 export (float) var walk_wobble_coeff = 5 onready var gui: GUI = get_tree().get_root().get_node("Game/CanvasLayer/GUI") onready var game: Game = get_tree().get_root().get_node("Game") signal initiate_dialogue(other) var velocity = Vector2() var look_dir = 1 # right = 1, left = -1 var in_dialogue: bool = false enum DialogueState { ACTIVE, # when dialogue in progress with a target ENDED, # when dialogue exhausted via GUI WALKED_OFF # when character moves out from dialogue target } var dialogue_state = DialogueState.WALKED_OFF func _ready(): yield(get_tree(), "idle_frame") var err = game.connect("dialogue_end", self, "_on_Game_dialogue_end") if err: push_error(err) func update_input_and_movement(): velocity = Vector2() if Input.is_action_pressed('ui_right'): velocity.x += 1 if Input.is_action_pressed('ui_left'): velocity.x -= 1 if Input.is_action_pressed('ui_down'): 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 and dialogue_state != DialogueState.ACTIVE if is_moving: var time = OS.get_system_time_msecs() / 1000.0 var rot = 0.2 * sin(walk_wobble_coeff * time) $Sprite.set_rotation(rot) else: $Sprite.set_rotation(0) # Look at walking direction if velocity[0] > .0: look_dir = 1 elif velocity[0] < .0: look_dir = -1 $Sprite.set_scale(Vector2(look_dir, 1)) func _physics_process(_delta): if dialogue_state != DialogueState.ACTIVE: update_input_and_movement() var slide_count = get_slide_count() if slide_count == 0 and dialogue_state == DialogueState.ENDED: dialogue_state = DialogueState.WALKED_OFF # 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_state == DialogueState.WALKED_OFF: dialogue_state = DialogueState.ACTIVE emit_signal("initiate_dialogue", coll.collider) break func _on_Game_dialogue_end(): dialogue_state = DialogueState.ENDED