2024-01-01 16:19:40 +09:00
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extends Area2D
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@export var speed = 400
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2024-01-03 13:40:31 +09:00
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@export var shot_scene: PackedScene
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var finalShot = 0.0
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signal shot_signal
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2024-01-01 16:19:40 +09:00
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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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2024-01-03 13:40:31 +09:00
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pass
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2024-01-01 16:19:40 +09:00
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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var velocity = Vector2.ZERO # The player's movement vector.
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2024-01-03 13:40:31 +09:00
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var rate = 1
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2024-01-01 16:19:40 +09:00
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if Input.is_action_pressed("move_right"):
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velocity.x += 1
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if Input.is_action_pressed("move_left"):
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velocity.x -= 1
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if Input.is_action_pressed("move_down"):
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velocity.y += 1
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if Input.is_action_pressed("move_up"):
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velocity.y -= 1
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2024-01-03 13:40:31 +09:00
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if Input.is_action_pressed("slow"):
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rate = 0.5
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if Input.is_action_pressed(("shot")) and finalShot > 0.1:
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var shot = shot_scene.instantiate()
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shot.linear_velocity = Vector2(0,-800)
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shot.position = position
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# ステージに生成を指示
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shot_signal.emit(shot)
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finalShot = 0
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finalShot += delta
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2024-01-01 16:19:40 +09:00
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if velocity.length() > 0:
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2024-01-03 13:40:31 +09:00
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velocity = velocity.normalized() * speed * rate
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2024-01-01 16:19:40 +09:00
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$AnimatedSprite2D.play()
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else:
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$AnimatedSprite2D.stop()
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position += velocity * delta
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position = position.clamp(Vector2(15,15), Vector2(960-15,1080-15))
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if velocity.x != 0:
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$AnimatedSprite2D.animation = "walk"
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$AnimatedSprite2D.flip_h = velocity.x < 0
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elif velocity.y != 0:
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$AnimatedSprite2D.animation = "up"
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