Files
Super-Mario-Bros.-Remastere…/Scripts/Classes/Entities/Items/PowerUpItem.gd

53 lines
1.4 KiB
GDScript

class_name PowerUpItem
extends CharacterBody2D
signal collected
@export var power_up_state := "Big"
var direction := 1
signal physics_tick(delta: float)
const player_angles := [Vector2(-1, -1), Vector2(1, -1), Vector2(-0.5, -2), Vector2(0.5, -2)]
func _physics_process(delta: float) -> void:
physics_tick.emit(delta)
func collect_item(player: Player) -> void:
collected.emit()
player.get_power_up(power_up_state)
queue_free()
func player_multiplayer_launch_spawn(player: Player) -> void:
global_position.y -= 8
velocity = 100 * player_angles[player.player_id]
direction = sign(velocity.x)
func on_area_entered(area: Area2D) -> void:
if area.owner is Player:
collect_item(area.owner)
func block_bounce_up(block: Node2D) -> void:
direction = -sign(block.global_position.x - global_position.x + 0.1)
velocity.y = -200
func block_dispense_tween() -> void:
var old_z = z_index
z_index = -2
show()
reset_physics_interpolation()
AudioManager.play_sfx("item_appear", global_position)
set_physics_process(false)
set_process(false)
global_position.y += 8
var time := 1
var tween = create_tween().tween_property(self, "position:y", position.y - 15, time)
await tween.finished
if get_parent().get_parent() is TrackRider:
reparent(get_parent().get_parent().get_parent())
reset_physics_interpolation()
velocity.y = 0
set_physics_process(true)
set_process(true)
z_index = old_z