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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
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
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