Files
Station-0/scripts/player/player.gd
T
Station 0 Dev 342175f4c3 Initial commit — Station 0 vertical slice in progress
Includes full design documentation (ARCHITECTURE, DESIGN_NOTES, CONTENT_SPEC, PRODUCTION_NOTES)
and active Godot 4 / GDScript codebase. Core systems built: player, floor generation,
room system, enemy base, body part upgrades, run manager, save system, HUD, EventBus.
2026-03-04 12:33:05 -05:00

111 lines
4.0 KiB
GDScript

extends CharacterBody2D
# ---------------------------------------------------------------------------
# Node refs
# ---------------------------------------------------------------------------
@onready var stats: Node = $Stats
@onready var body: Node2D = $Body
@onready var shoot_origin: Marker2D = $ShootOrigin
const PROJECTILE = preload("res://scenes/player/projectile.tscn")
const IFRAME_DURATION := 0.8
var _shoot_timer: float = 0.0
var _iframe_timer: float = 0.0
func _ready() -> void:
add_to_group("player")
# ---------------------------------------------------------------------------
# Physics
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
_handle_movement()
_handle_shooting(delta)
_handle_iframes(delta)
move_and_slide()
# ---------------------------------------------------------------------------
# Movement — WASD, 8-directional (direct key checks, no input map needed)
# ---------------------------------------------------------------------------
func _handle_movement() -> void:
var input_dir := Vector2.ZERO
if Input.is_physical_key_pressed(KEY_W): input_dir.y -= 1
if Input.is_physical_key_pressed(KEY_S): input_dir.y += 1
if Input.is_physical_key_pressed(KEY_A): input_dir.x -= 1
if Input.is_physical_key_pressed(KEY_D): input_dir.x += 1
if input_dir.length() > 1.0:
input_dir = input_dir.normalized()
velocity = input_dir * stats.speed
if input_dir.x != 0.0:
body.scale.x = sign(input_dir.x)
# ---------------------------------------------------------------------------
# Shooting — Arrow keys via built-in ui_ actions (always available in Godot)
# ---------------------------------------------------------------------------
func _handle_shooting(delta: float) -> void:
_shoot_timer = maxf(_shoot_timer - delta, 0.0)
var shoot_dir := Vector2.ZERO
if Input.is_action_pressed("ui_up"):
shoot_dir = Vector2.UP
elif Input.is_action_pressed("ui_down"):
shoot_dir = Vector2.DOWN
elif Input.is_action_pressed("ui_left"):
shoot_dir = Vector2.LEFT
elif Input.is_action_pressed("ui_right"):
shoot_dir = Vector2.RIGHT
if shoot_dir != Vector2.ZERO and _shoot_timer == 0.0:
_fire(shoot_dir)
_shoot_timer = 1.0 / stats.fire_rate
func _fire(direction: Vector2) -> void:
if stats.scatter_count <= 1:
_spawn_projectile(direction)
else:
var spread := deg_to_rad(stats.scatter_spread_deg)
var step := spread / float(stats.scatter_count - 1)
var start := direction.angle() - spread / 2.0
for i in stats.scatter_count:
_spawn_projectile(Vector2.from_angle(start + step * i))
func _spawn_projectile(dir: Vector2) -> void:
var proj: Area2D = PROJECTILE.instantiate()
proj.global_position = shoot_origin.global_position
proj.direction = dir
proj.damage = stats.damage
proj.max_range = stats.range_
proj.ricochet = stats.ricochet
proj.explosive = stats.explosive
proj.explosion_radius = stats.explosion_radius
proj.explosion_damage = stats.explosion_damage
get_parent().add_child(proj)
# ---------------------------------------------------------------------------
# Iframes — flash body during invincibility
# ---------------------------------------------------------------------------
func _handle_iframes(delta: float) -> void:
if _iframe_timer <= 0.0:
body.modulate = Color(1, 1, 1, 1)
return
_iframe_timer -= delta
# Visible flash every 0.1s
body.modulate = Color(1, 1, 1, 0.25) if fmod(_iframe_timer, 0.2) < 0.1 else Color(1, 1, 1, 1)
# ---------------------------------------------------------------------------
# Damage / death
# ---------------------------------------------------------------------------
func take_damage(amount: float) -> void:
if _iframe_timer > 0.0:
return
stats.current_health -= amount
_iframe_timer = IFRAME_DURATION
EventBus.player_health_changed.emit(stats.current_health, stats.max_health)
if stats.current_health <= 0.0:
_die()
func _die() -> void:
RunManager.end_run(false)