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32 lines
991 B
GDScript

extends KinematicBody2D
onready var weapon = $Weapon
onready var player_sprite = $PlayerSprite
onready var walk_direction = $WalkDirection
var velocity_multiplier := 1.0
func _ready():
GlobalSignals.connect("velocity_change", self, "get_velocity_multiplier")
func _physics_process(delta):
var movement_direction := Vector2(
Input.get_action_raw_strength("right") - Input.get_action_raw_strength("left"),
Input.get_action_raw_strength("down") - Input.get_action_raw_strength("up")).normalized()
if movement_direction.length() == 0:
player_sprite.play("iddle")
else:
player_sprite.play("run")
if movement_direction.x < 0:
player_sprite.flip_h = true
else:
player_sprite.flip_h = false
if Input.is_action_pressed("shoot"):
weapon.shoot()
move_and_slide(movement_direction * 32 * velocity_multiplier)
walk_direction.look_at(movement_direction + global_position)
func get_velocity_multiplier(multiplier:float):
velocity_multiplier = multiplier
print(multiplier)