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Character.gd
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Character.gd
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extends CharacterBody2D
@export var speedFactor = 20
@export var speed = 200
var player : int = 1
var currentPositionInBoard = Vector2.ZERO
func _ready():
speed = Globals.size * speedFactor
get_tree().get_root().connect("size_changed", resize)
func resize():
position = currentPositionInBoard * Globals.size
func get_input():
var remX = int(position.x) % Globals.size
var remY = int(position.y) % Globals.size
if Input.is_action_pressed('right_p'+str(player)):
velocity.x = 1
velocity.y = 0
position.y -= remY
elif Input.is_action_pressed('left_p'+str(player)):
velocity.x = -1
velocity.y = 0
position.y -= remY
elif Input.is_action_pressed('down_p'+str(player)):
velocity.y = 1
velocity.x = 0
position.x -= remX
elif Input.is_action_pressed('up_p'+str(player)):
velocity.y = -1
velocity.x = 0
position.x -= remX
velocity = (velocity.normalized() * speed)
#var input_direction = Input.get_vector('left_p'+str(player), 'right_p'+str(player), 'up_p'+str(player), 'down_p'+str(player))
#velocity = input_direction * speed
func _physics_process(delta):
get_input()
move_and_slide()
var x = int(position.x / Globals.size)
var y = int(position.y / Globals.size)
if (x<0) :
position.x = 0
stop_movement()
if (y<0) :
position.y = 0
stop_movement()
if(x>Globals.width):
position.x = (Globals.width*Globals.size)-(Globals.size)
stop_movement()
if(y>Globals.height):
position.y = (Globals.height*Globals.size)-Globals.size
stop_movement()
x = int(position.x / Globals.size)
y = int(position.y / Globals.size)
currentPositionInBoard = Vector2(x,y)
func stop_movement():
velocity = Vector2.ZERO
position.y -= int(position.y) % Globals.size
position.x -= int(position.x) % Globals.size