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- extends KinematicBody2D
- var input = ''
- var input2 = ''
- var animation = 'idle'
- var motion = Vector2()
- export var bulletoffset = Vector2()
- func _ready():
- print('generated clinet physics of id: ' + name)
- var attacks = ['melee']
- var damage = preload('res://damage_player.tscn')
- var attack_buffers = {'melee':0}
- var vida = 100
- func damage(arg, id):
- vida += arg
- get_tree().get_nodes_in_group('server')[0].hp_update(vida, name)
- if vida <= 0:
- get_tree().get_nodes_in_group('server')[0].player_death(name)
- queue_free()
- func regenhp(arg):
- vida += arg
- get_tree().get_nodes_in_group('server')[0].hp_update(vida, name)
- var sidebuffer = true
- export var dmg = 35
- var waitframes_bullet = 12
- var aux_bullet = 12
- var bullet = preload('res://bullet.tscn')
- func melee():
- attack_buffers.melee += 1
- if fmod(attack_buffers.melee,45) == 0:
- dmg()
- get_tree().get_nodes_in_group('server')[0].player_anim('melee',name)
- func dmg(arg = Vector2.ZERO):
- var dir = Vector2.ZERO
- dir.x = 80 if sidebuffer else -80
- func _physics_process(delta):
- if motion.x != 0: sidebuffer = motion.x > 0
- motion.y += 15
- if motion.y < 0 and is_on_ceiling(): motion.y = 0
- if motion.y > 0 and is_on_floor(): motion.y = 0
- aux_bullet -= 1
- match input2:
- "ui_attack":
- if aux_bullet <= 0:
- var instance = bullet.instance()
- instance.motion.x = 500 if sidebuffer else -500
- instance.global_position = global_position + bulletoffset
- instance.id = name
- get_tree().get_nodes_in_group('proj')[0].add_child(instance)
- get_tree().get_nodes_in_group('server')[0].pshootanim(name)
- aux_bullet = waitframes_bullet
-
- match input:
- "ui_jump":
- if is_on_floor():
- motion.y = -400
- "ui_left":
- motion.x = -200
- animation = 'walk'
- "ui_right":
- motion.x = 200
- animation = 'walk'
- _:
- motion.x = 0
- animation = 'idle'
- if not is_on_floor():
- onair -= 1
- else:
- onair = 5
- if onair <= 0: animation = 'jump'
- move_and_slide(motion,Vector2.UP)
- var onair = 5
- #power code
- func add_power(arg):
- print(arg)
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