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class_name Snake
extends KinematicBody2D
export(float, 10.0, 1000.0, 10.0) var SPEED: float = 100.0
var velocity: Vector2 = Vector2.ZERO
enum {
NULL=-1,
UP,
DOWN,
LEFT,
RIGHT
}
var direction: Dictionary = {
UP: Vector2.UP,
DOWN: Vector2.DOWN,
LEFT: Vector2.LEFT,
RIGHT: Vector2.RIGHT
}
var _direction_state: int = UP
var _input_direction: int = NULL
func _physics_process(delta: float) -> void:
_input_direction = _get_direction_input()
match _direction_state:
NULL:
print("No input detected, not changing direction.")
UP:
if _input_direction == LEFT or _input_direction == RIGHT:
_change_direction_to(_input_direction)
DOWN:
if _input_direction == LEFT or _input_direction == RIGHT:
_change_direction_to(_input_direction)
LEFT:
if _input_direction == UP or _input_direction == DOWN:
_change_direction_to(_input_direction)
RIGHT:
if _input_direction == UP or _input_direction == DOWN:
_change_direction_to(_input_direction)
move_and_slide(SPEED * direction[_direction_state], Vector2.ZERO, false, 4, PI/4, false)
func _change_direction_to(new_direction: int) -> void:
_direction_state = new_direction
match _direction_state:
UP:
rotation = 0
DOWN:
rotation = PI
LEFT:
rotation = -PI/2
RIGHT:
rotation = PI/2
func _get_direction_input() -> int:
if Input.is_action_pressed("move_up"):
return UP
elif Input.is_action_pressed("move_down"):
return DOWN
elif Input.is_action_pressed("move_left"):
return LEFT
elif Input.is_action_pressed("move_right"):
return RIGHT
return NULL
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