143 lines
3.7 KiB
GDScript
143 lines
3.7 KiB
GDScript
extends KinematicBody2D
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class_name Player
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export(NodePath) var navigation_tile_map_path : NodePath
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export var hp : int = 1000 setget set_hp
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export var atk : int = 10 setget set_atk
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export var def : int = 10 setget set_def
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export var money : int = 0 setget set_money
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export var yellow_key : int = 0 setget set_yellow_key
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export var blue_key : int = 0 setget set_blue_key
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export var red_key : int = 0 setget set_red_key
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var navigation_tile_map : NavigationTileMap
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var navigation_rect : Rect2
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onready var array_tween : ArrayTween = $ArrayTween
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onready var animation_tree : AnimationTree = $AnimationTree
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signal hp_changed(hp)
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signal atk_changed(atk)
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signal def_changed(def)
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signal money_changed(money)
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signal yellow_key_changed(yellow_key)
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signal blue_key_changed(blue_key)
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signal red_key_changed(red_key)
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func _ready():
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self.add_to_group("serializable")
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#初始化导航相关数据
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if not navigation_tile_map_path.is_empty():
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navigation_tile_map = get_node(navigation_tile_map_path)
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navigation_rect = navigation_tile_map.get_used_rect()
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navigation_rect.position *= navigation_tile_map.cell_size
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navigation_rect.size *= navigation_tile_map.cell_size
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# 监听屏幕点击事件
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func _unhandled_input(event):
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if event is InputEventMouseButton and event.is_pressed() and navigation_tile_map != null:
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if not navigation_rect.has_point(event.position):
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return
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var astar = navigation_tile_map.astar
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var start_id = astar.get_closest_point(position)
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var end_id = astar.get_closest_point(event.position)
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var paths = astar.get_point_path(start_id,end_id)
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animation_tree.active = true
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array_tween.interpolate_array(paths)
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func _on_ArrayTween_array_completed():
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animation_tree.active = false
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func _on_ArrayTween_array_value_step(step):
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var diff = step - position
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animation_tree["parameters/player/blend_position"] = diff
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var result = move_and_collide(diff)
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call_collider(result)
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# 停止角色运动
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func stop():
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set_process_unhandled_input(false)
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array_tween.stop_all()
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animation_tree.active = false
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# 恢复角色运动
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func resume():
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set_process_unhandled_input(true)
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animation_tree.active = true
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# 调用被碰撞对象的方法
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func call_collider(collision:KinematicCollision2D):
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if collision == null or collision.collider == null:
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return
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var collider = collision.collider
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if collider is TileMap:
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return
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if collider.has_method("on_player_touched"):
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array_tween.stop_all()
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animation_tree.active = false
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collider.call("on_player_touched",self)
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# 保存游戏数据
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func save_data(data:Dictionary,global:Dictionary):
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if not global.has("player"):
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global.player = {}
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global.player.hp = hp
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global.player.atk = atk
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global.player.def = def
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global.player.money = money
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global.player.yellow_key = yellow_key
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global.player.blue_key = blue_key
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global.player.red_key = red_key
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data.player_position = position
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# 还原游戏数据
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func load_data(data:Dictionary,global:Dictionary):
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if data.has("player_position"):
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self.position = data.player_position
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self.hp = global.player.hp
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self.atk = global.player.atk
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self.def = global.player.def
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self.money = global.player.money
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self.yellow_key = global.player.yellow_key
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self.blue_key = global.player.blue_key
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self.red_key = global.player.red_key
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func set_hp(value):
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hp = value
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emit_signal("hp_changed",value)
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func set_atk(value):
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atk = value
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emit_signal("atk_changed",value)
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func set_def(value):
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def = value
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emit_signal("def_changed",value)
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func set_money(value):
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money = value
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emit_signal("money_changed",value)
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func set_yellow_key(value):
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yellow_key = value
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emit_signal("yellow_key_changed",value)
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func set_blue_key(value):
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blue_key = value
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emit_signal("blue_key_changed",value)
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func set_red_key(value):
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red_key = value
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emit_signal("red_key_changed",value)
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