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https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
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53 lines
1.4 KiB
GDScript
53 lines
1.4 KiB
GDScript
class_name PowerUpItem
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extends CharacterBody2D
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signal collected
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@export var power_up_state := "Big"
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var direction := 1
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signal physics_tick(delta: float)
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const player_angles := [Vector2(-1, -1), Vector2(1, -1), Vector2(-0.5, -2), Vector2(0.5, -2)]
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func _physics_process(delta: float) -> void:
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physics_tick.emit(delta)
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func collect_item(player: Player) -> void:
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collected.emit()
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player.get_power_up(power_up_state)
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queue_free()
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func player_multiplayer_launch_spawn(player: Player) -> void:
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global_position.y -= 8
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velocity = 100 * player_angles[player.player_id]
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direction = sign(velocity.x)
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func on_area_entered(area: Area2D) -> void:
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if area.owner is Player:
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collect_item(area.owner)
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func block_bounce_up(block: Node2D) -> void:
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direction = -sign(block.global_position.x - global_position.x + 0.1)
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velocity.y = -200
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func block_dispense_tween() -> void:
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var old_z = z_index
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z_index = -2
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show()
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reset_physics_interpolation()
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AudioManager.play_sfx("item_appear", global_position)
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set_physics_process(false)
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set_process(false)
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global_position.y += 8
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var time := 1
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var tween = create_tween().tween_property(self, "position:y", position.y - 15, time)
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await tween.finished
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if get_parent().get_parent() is TrackRider:
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reparent(get_parent().get_parent().get_parent())
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reset_physics_interpolation()
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velocity.y = 0
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set_physics_process(true)
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set_process(true)
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z_index = old_z
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