code-game-jam-drop-plafond-.../scripts/player_control.gd

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GDScript3
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extends CharacterBody2D
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const move_speed = 400
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const acceleration = 0.25
const max_boost_speed = 800
var previous_direction = Vector2.ZERO
var boost_speed = 0
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var flute = null
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var tambour = null
# Slot actif (0 = Flûte, 1 = Tambour)
var active_slot = 0
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var flute_timer = 0
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func _ready() -> void:
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flute = load("res://scripts/Instrument/Flute.gd").new()
flute.set_scene_parent(get_tree().get_root())
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tambour = load("res://scripts/Instrument/Tambour.gd").new()
tambour.set_scene_parent(get_tree().get_root())
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func _physics_process(delta: float) -> void:
move_and_slide()
func _process(delta: float) -> void:
var direction : Vector2 = Vector2.ZERO
direction.x = Input.get_action_raw_strength("BOUGER_DROITE") - Input.get_action_raw_strength("BOUGER_GAUCHE")
direction.y = Input.get_action_raw_strength("BOUGER_BAS") - Input.get_action_raw_strength("BOUGER_HAUT")
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if direction != Vector2.ZERO:
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if direction == previous_direction:
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if direction.x != 0 and direction.y != 0:
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boost_speed = min(boost_speed + acceleration / 16, (max_boost_speed - move_speed) / 8)
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else:
boost_speed = min(boost_speed + acceleration, max_boost_speed - move_speed)
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else:
boost_speed = 0
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previous_direction = direction
velocity = direction * (move_speed + boost_speed)
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if Input.is_action_just_pressed("CHANGER_SLOT"):
active_slot = (active_slot + 1) % 2
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var direction_balle = Vector2.ZERO
var angle = 0
if Input.is_action_pressed("JOUER_MUSIQUE_HAUT"):
direction_balle = Vector2(0, -1)
angle = 180
elif Input.is_action_pressed("JOUER_MUSIQUE_BAS"):
direction_balle = Vector2(0, 1)
angle = 0
elif Input.is_action_pressed("JOUER_MUSIQUE_DROITE"):
direction_balle = Vector2(1, 0)
angle = 270
elif Input.is_action_pressed("JOUER_MUSIQUE_GAUCHE"):
direction_balle = Vector2(-1, 0)
angle = 90
if direction_balle != Vector2.ZERO :
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if active_slot == 0: # Slot Flûte
flute.jouer_melodie(position, direction_balle, angle)
elif active_slot == 1: # Slot Tambour
tambour.jouer_melodie(position)
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pass