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extends Area2D
@export var speed := 2.0
@export var projectile_speed := 3.0
@export var visibility := 320.0
@export var arrow: PackedScene
@onready var primogemmes = get_node("../CanvasUI/UI/Primogemmes")
@onready var sfxs = [ $SfxOO, $SfxEE, $SfxOO2 ]
var sfx = 0
var aiming: Area2D = null
func type() -> String: return "player"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
SignalHub.select_character.connect(select_character)
select_character("venti")
func get_input() -> Vector2:
var vec := Vector2.ZERO
if Input.is_action_pressed("ui_left"): vec.x -= 1
if Input.is_action_pressed("ui_right"): vec.x += 1
if Input.is_action_pressed("ui_up"): vec.y -= 1
if Input.is_action_pressed("ui_down"): vec.y += 1
return vec
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(_delta2: float) -> void:
var mouse := get_local_mouse_position().normalized()
position += mouse * speed
position = position.clamp(Globals.LIMITS_MIN, Globals.LIMITS_MAX)
#var color := Color()
#color.r = randi() % 2
#color.g = randi() % 2
#color.b = randi() % 2
#material.set_shader_parameter("color", color)
var enemy = find_enemy()
aiming = null
if enemy != null:
var dist := absf((position - enemy.position).length())
if dist < visibility:
aiming = enemy
func _on_area_entered(area: Area2D) -> void:
match area.type():
"coin":
area.queue_free()
sfxs[sfx].play()
sfx = (sfx + 1) % len(sfxs)
primogemmes.count += 1
$Sprite2D.rotation_degrees += 90
func select_character(s: String) -> void:
match s:
"venti":
$Sprite2D.frame = 0
"luigi":
$Sprite2D.frame = 1
func find_enemy() -> Area2D:
var closest: Area2D = null
var closest_dist: float = 10000000000000.0
for e in get_node("..").get_children():
if e.has_method("type") and e.type() == "dicaprio":
var dist := absf((position - e.position).length())
if dist < closest_dist:
closest_dist = dist
closest = e
return closest
func _on_timer_timeout() -> void:
if aiming == null: return
var e: Area2D = arrow.instantiate()
e.position = position
var norm := (aiming.position - position).normalized()
e.rotation = norm.angle()
e.velocity = norm * projectile_speed
get_node("..").add_child(e)
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