signal playerTurn
+signal playerDestroyed
+signal playerRestart
-@export_category("Movement")
+@onready var _skin = $skin
+
+
+@export_category("Appearance")
+@export var color: Color = Color.GOLD
+
+@export_category("Movement")
@export var speed = 5.0
@export_category("Camera")
@export var distance = 3.0
+
@onready var _springArm = $SpringArm3D
+@onready var _camera = $SpringArm3D/Camera3D
+
+enum state {ALIVE, DEAD}
+var _state = state.ALIVE
+
+var _input_map = null
func _ready() -> void:
_springArm.spring_length = distance
+ _skin.set_color(color)
func _input(event: InputEvent) -> void:
- if event.is_action_pressed("player_left"):
- global_rotate(Vector3.UP, PI/2)
- playerTurn.emit(self)
- elif event.is_action_pressed("player_right"):
- global_rotate(Vector3.UP, -PI/2)
- playerTurn.emit(self)
+ if _state == state.ALIVE:
+ if event.is_action_pressed(_input_map.left):
+ global_rotate(Vector3.UP, PI/2)
+ playerTurn.emit(self)
+ elif event.is_action_pressed(_input_map.right):
+ global_rotate(Vector3.UP, -PI/2)
+ playerTurn.emit(self)
+ else:
+ if event.is_action_pressed(_input_map.restart):
+ playerRestart.emit(self)
func _physics_process(_delta: float) -> void:
- velocity = global_transform.basis.z * speed
- move_and_slide()
+ if _state == state.ALIVE:
+ velocity = global_transform.basis.z * speed
+ move_and_slide()
+ if velocity.length() == 0:
+ _explode()
+
+
+func _explode() -> void:
+ _skin.visible = false
+ _state = state.DEAD
+ playerDestroyed.emit(self)
+
+
+func get_camera_rid() -> RID:
+ return _camera.get_camera_rid()
+
+
+func set_input_map(input_map) -> void:
+ _input_map = input_map