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2026-05-26 19:06:54 -04:00
commit a3696424d0
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using Godot;
using System;
public partial class Player : Node2D
{
public bool _aiming = false;
public PackedScene _attackScene = GD.Load<PackedScene>("res://Attack.tscn");
public Attack _currentAttack;
public override void _Process(double delta)
{
base._Process(delta);
if (_currentAttack == null){
GD.Print("Loading attack");
_currentAttack = _attackScene.Instantiate<Attack>();
_currentAttack.GravityScale = 0;
_currentAttack.Position = GetViewportRect().Size / 2;
AddChild(_currentAttack);
}
if (Input.IsActionJustPressed("leftClick")){
if (_currentAttack._hovered){
_aiming = true;
}
}
if (_aiming){
Vector2 offset = (_currentAttack.GlobalPosition - GetGlobalMousePosition()) * 500;
if (Input.IsActionJustReleased("leftClick")){
ShootCurrentAttack(offset);
}
}
if (_currentAttack.Position.Y > GetViewportRect().Size.Y + 50){
_currentAttack.QueueFree();
_currentAttack = null;
}
}
public void ShootCurrentAttack(Vector2 FORCE){
GD.Print("Shooting attack");
_currentAttack.Shoot(FORCE);
_aiming = false;
}
}