111 lines
3.0 KiB
GDScript
111 lines
3.0 KiB
GDScript
extends KinematicBody
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const EPSILON = 0.0001
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const SPEED = 10.0
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export var inventory = { "ore" : 0 }
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var health: int = 4 setget set_health
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var item_in_hand
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# Called when the node enters the scene tree for the first time.
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func _ready():
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$hitbox.set_meta("owner", self)
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func _physics_process(delta):
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var input = Vector3(Input.get_axis("left", "right"), 0.0, Input.get_axis("up", "down"))
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var motion = Plane.PLANE_XZ.project(get_viewport().get_camera().global_transform.basis.xform(input)).normalized() * SPEED
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if motion.length_squared() > EPSILON:
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$DungMan.look_at(global_transform.origin - motion, Vector3.UP)
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move_and_slide(motion)
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func set_health(new_value):
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health = min(new_value, 4)
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for child in $"%stomachs".get_children():
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child.visible = child.get_index() < health
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if health <= 0:
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var node = Dialogic.start("starve")
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node.pause_mode = PAUSE_MODE_PROCESS
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add_child(node)
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get_tree().paused = true
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yield(node, "timeline_end")
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get_tree().paused = false
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get_tree().quit() # go back to main menu when such a thing exists
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func can_afford(item_name, item_amount):
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assert(item_amount > 0)
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var current_amount : int = 0
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if(inventory.has(item_name)):
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current_amount = inventory[item_name]
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return current_amount >= item_amount
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func modify_inventory(item_name, item_amount):
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if item_amount == 0:
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return true
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var is_op_valid : bool = true
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# Note(asr): check if you can afford the item if we are removing
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# for item grants op is always valid
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if item_amount < 0:
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is_op_valid = can_afford(item_name, abs(item_amount))
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if not is_op_valid:
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return false
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var current_amount : int = 0
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if inventory.has(item_name):
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current_amount = inventory[item_name]
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# Note(asr): clamp to 0. can't have negative items
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var new_amount : int = max(current_amount + item_amount, 0)
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inventory[item_name] = new_amount
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print("inventory updated: ", item_name, " : ", new_amount)
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return true
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func _unhandled_input(event):
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if event.is_action_pressed("action"):
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for area in $"%TriggerVolume".get_overlapping_areas():
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if try_trigger_interact(area):
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break
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func try_trigger_interact(area):
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var owner = area
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if area.has_meta("owner"):
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owner = area.get_meta("owner")
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if not owner.has_method("on_player_interact"):
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return false
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var result = owner.on_player_interact(self)
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if not result:
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print("player failed to interacted with ", owner)
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return
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print("player interacted with ", owner)
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return true
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func drop_item_in_hand():
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print("player dropped ", item_in_hand.item_name)
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var item_dropped = item_in_hand
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$"%ItemSpawn".remove_child(item_in_hand)
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item_in_hand = null
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return item_dropped
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func pick_up_item(item):
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var item_dropped = null
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if item_in_hand != null:
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item_dropped = drop_item_in_hand()
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item_in_hand = item
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$"%ItemSpawn".add_child(item_in_hand)
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print("player picked up ", item_in_hand.item_name)
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return item_dropped
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func has_item() -> bool:
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return item_in_hand != null
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func get_item_in_hand():
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var item_to_return = null
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if item_in_hand != null:
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item_to_return = drop_item_in_hand()
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return item_to_return
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