Bad tank movement

This commit is contained in:
Marco 2025-02-18 17:40:33 +01:00
commit 90d2a95fa8
10 changed files with 514 additions and 8 deletions

View file

@ -0,0 +1,245 @@
[gd_scene load_steps=32 format=3 uid="uid://bqjcwxene73l2"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/Actor.cs" id="1_k5cyk"]
[ext_resource type="Texture2D" uid="uid://hukxr2e63gky" path="res://Sprites/Actors/Robot3.png" id="2_wt8wl"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/ActorTankMovement.cs" id="3_738kr"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/KeyboardInputProvider.cs" id="4_8bcq6"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/AnimationHandler.cs" id="5_c7ovk"]
[sub_resource type="AtlasTexture" id="AtlasTexture_spe0p"]
atlas = ExtResource("2_wt8wl")
region = Rect2(0, 0, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_wjwtx"]
atlas = ExtResource("2_wt8wl")
region = Rect2(16, 0, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_3ip5h"]
atlas = ExtResource("2_wt8wl")
region = Rect2(32, 0, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_48rwl"]
atlas = ExtResource("2_wt8wl")
region = Rect2(0, 224, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_t3srr"]
atlas = ExtResource("2_wt8wl")
region = Rect2(16, 224, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_rfyhw"]
atlas = ExtResource("2_wt8wl")
region = Rect2(32, 224, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_vwjtc"]
atlas = ExtResource("2_wt8wl")
region = Rect2(0, 32, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_synp8"]
atlas = ExtResource("2_wt8wl")
region = Rect2(16, 32, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_qwhd0"]
atlas = ExtResource("2_wt8wl")
region = Rect2(32, 32, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_ue6d2"]
atlas = ExtResource("2_wt8wl")
region = Rect2(0, 192, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_0ofyy"]
atlas = ExtResource("2_wt8wl")
region = Rect2(16, 192, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_36xaf"]
atlas = ExtResource("2_wt8wl")
region = Rect2(32, 192, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_q325s"]
atlas = ExtResource("2_wt8wl")
region = Rect2(0, 64, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_0ao0j"]
atlas = ExtResource("2_wt8wl")
region = Rect2(16, 64, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_7gqg8"]
atlas = ExtResource("2_wt8wl")
region = Rect2(32, 64, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_qjdm5"]
atlas = ExtResource("2_wt8wl")
region = Rect2(0, 128, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_w72lm"]
atlas = ExtResource("2_wt8wl")
region = Rect2(16, 128, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_p3mq3"]
atlas = ExtResource("2_wt8wl")
region = Rect2(32, 128, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_p7tp3"]
atlas = ExtResource("2_wt8wl")
region = Rect2(0, 160, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_lvaxr"]
atlas = ExtResource("2_wt8wl")
region = Rect2(16, 160, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_y3l85"]
atlas = ExtResource("2_wt8wl")
region = Rect2(32, 160, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_v1l62"]
atlas = ExtResource("2_wt8wl")
region = Rect2(0, 96, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_b8g6v"]
atlas = ExtResource("2_wt8wl")
region = Rect2(16, 96, 16, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_ykxak"]
atlas = ExtResource("2_wt8wl")
region = Rect2(32, 96, 16, 32)
[sub_resource type="SpriteFrames" id="SpriteFrames_ix17a"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_spe0p")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_wjwtx")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_3ip5h")
}],
"loop": true,
"name": &"walk_down",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_48rwl")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_t3srr")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_rfyhw")
}],
"loop": true,
"name": &"walk_down_left",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_vwjtc")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_synp8")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_qwhd0")
}],
"loop": true,
"name": &"walk_down_right",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_ue6d2")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_0ofyy")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_36xaf")
}],
"loop": true,
"name": &"walk_left",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_q325s")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_0ao0j")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_7gqg8")
}],
"loop": true,
"name": &"walk_right",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_qjdm5")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_w72lm")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_p3mq3")
}],
"loop": true,
"name": &"walk_up",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_p7tp3")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_lvaxr")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_y3l85")
}],
"loop": true,
"name": &"walk_up_left",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_v1l62")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_b8g6v")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ykxak")
}],
"loop": true,
"name": &"walk_up_right",
"speed": 5.0
}]
[sub_resource type="CircleShape2D" id="CircleShape2D_2b36v"]
radius = 5.0
[node name="ActorEnemyTest" type="CharacterBody2D"]
collision_layer = 16
collision_mask = 115
script = ExtResource("1_k5cyk")
MovementSpeed = 40.0
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
position = Vector2(0, 4)
sprite_frames = SubResource("SpriteFrames_ix17a")
animation = &"walk_down"
[node name="MovementProvider" type="Node2D" parent="."]
script = ExtResource("3_738kr")
[node name="InputProvider" type="Node2D" parent="MovementProvider"]
script = ExtResource("4_8bcq6")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_2b36v")
[node name="AnimationHandler" type="Node2D" parent="." node_paths=PackedStringArray("_animatedSprite")]
script = ExtResource("5_c7ovk")
_animatedSprite = NodePath("../AnimatedSprite2D")

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=69 format=4 uid="uid://bv451a8wgty4u"]
[gd_scene load_steps=70 format=4 uid="uid://bv451a8wgty4u"]
[ext_resource type="Script" path="res://Scripts/GameManager.cs" id="1_8tmoj"]
[ext_resource type="PackedScene" uid="uid://bghghp5ep4w2j" path="res://Scenes/player.tscn" id="2_8mh54"]
@ -59,6 +59,7 @@
[ext_resource type="PackedScene" uid="uid://cd36ch65jijg0" path="res://Scenes/Activable/BulletEmitter.tscn" id="49_64oga"]
[ext_resource type="PackedScene" uid="uid://c5fiv1nioghfb" path="res://Scenes/Actors/Marisa.tscn" id="50_mp5ma"]
[ext_resource type="Script" path="res://Scripts/Resources/Events/ControlEnemyEvent.cs" id="52_5m7td"]
[ext_resource type="PackedScene" uid="uid://bqjcwxene73l2" path="res://Scenes/Actors/ActorEnemyTest.tscn" id="55_chha6"]
[sub_resource type="CircleShape2D" id="CircleShape2D_8wuck"]
@ -515,6 +516,9 @@ offset_bottom = 2.0
text = "Briefing Test"
label_settings = ExtResource("14_c4c20")
[node name="ActorEnemyTest" parent="Computer4" instance=ExtResource("55_chha6")]
position = Vector2(100, 104)
[node name="Ammo1" parent="." instance=ExtResource("34_17pjh")]
position = Vector2(-792, -396)

View file

@ -1,5 +1,6 @@
using System.Collections.Generic;
using Cirno.Scripts;
using Cirno.Scripts.Components.Actors;
using Godot;
public partial class Actor : CharacterBody2D
@ -8,12 +9,15 @@ public partial class Actor : CharacterBody2D
[Export]
public float MovementSpeed { get; private set; }
public Vector2 MovementDirection { get; set; }
public Vector2 FacingDirection { get; set; }
private GameManager _gameManager;
private List<MovementHandler> _movementHandlers = new();
private List<AnimationHandler> _animationHandlers = new();
public override void _Ready()
{
_gameManager = this.GetGameManager();
@ -23,6 +27,12 @@ public partial class Actor : CharacterBody2D
if (child is MovementHandler movementHandler)
{
_movementHandlers.Add(movementHandler);
movementHandler.Init(this);
}
else if (child is AnimationHandler animationHandler)
{
_animationHandlers.Add(animationHandler);
animationHandler.Init(this);
}
}
}
@ -33,6 +43,11 @@ public partial class Actor : CharacterBody2D
{
handler.Move(delta);
}
foreach (var handler in _animationHandlers)
{
handler.Update(delta);
}
}
}

View file

@ -1,23 +1,37 @@
using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts.Components.Actors;
using Godot;
public partial class ActorFreeMovement : MovementHandler
{
public override Vector2 FacingDirection
{
get => _parent.FacingDirection;
set => _parent.FacingDirection = value;
}
private Actor _parent;
public override Vector2 MovementDirection
{
get => _parent.MovementDirection;
set => _parent.MovementDirection = value;
}
public override void Init(Actor parent)
{
_parent = parent;
base.Init(parent);
MovementDirection = Vector2.Zero;
_parent.FacingDirection = Vector2.Down;
FacingDirection = Vector2.Down;
}
public override void Move(double delta)
{
MovementDirection = AggregateInputProviders();
_parent.Velocity = MovementDirection * _parent.MovementSpeed;
_parent.MoveAndSlide();
}
}

View file

@ -0,0 +1,112 @@
using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class ActorTankMovement : MovementHandler
{
public override Vector2 FacingDirection
{
get => _parent.FacingDirection;
set => _parent.FacingDirection = value;
}
public override Vector2 MovementDirection
{
get => _parent.MovementDirection;
set => _parent.MovementDirection = value;
}
[Export] public float TurnSpeed = 4.0f; // Speed of turning
[Export] public float Acceleration = 30f;
[Export] public float Deceleration = 50f;
private float _currentTurnProgress = 0;
private Vector2 _targetFacingDirection = Vector2.Up;
private float _currentSpeed = 0;
private AnimatedSprite2D _animatedSprite;
public override void Init(Actor parent)
{
base.Init(parent);
MovementDirection = Vector2.Zero;
FacingDirection = Vector2.Down;
}
public override void Move(double delta)
{
var inputDirection = AggregateInputProviders();
// Handle Turning
HandleTurning(_parent, inputDirection, delta);
// Handle Movement (forward/backward)
HandleMovement(_parent, inputDirection, delta);
// Set Animation
//UpdateAnimation(actor);
}
private void HandleTurning(Actor actor, Vector2 input, double delta)
{
// Only rotate if there is input and not currently turning
if (input.Length() > 0.1f && _currentTurnProgress <= 0)
{
// Snap to the closest 8-direction vector
_targetFacingDirection = GetSnappedDirection(input);
_currentTurnProgress = 1.0f; // Start turn animation
}
// Simulate turning delay
if (_currentTurnProgress > 0)
{
_currentTurnProgress -= (float)(TurnSpeed * delta);
if (_currentTurnProgress <= 0)
{
actor.FacingDirection = _targetFacingDirection;
}
}
}
private Vector2 GetSnappedDirection(Vector2 input)
{
// Get angle and snap to 45-degree increments
float angle = input.Angle();
float snappedAngle = Mathf.Round(angle / (Mathf.Pi / 4)) * (Mathf.Pi / 4); // 45° increments
return Vector2.Right.Rotated(snappedAngle).Normalized();
}
private void HandleMovement(Actor actor, Vector2 input, double delta)
{
// If turning, no movement
if (_currentTurnProgress > 0)
{
actor.Velocity = Vector2.Zero;
return;
}
// Move forward/backward based on facing direction
if (input.Y < 0) // Forward
{
_currentSpeed = Mathf.MoveToward(_currentSpeed, actor.MovementSpeed, Acceleration * (float)delta);
}
else if (input.Y > 0) // Backward
{
_currentSpeed = Mathf.MoveToward(_currentSpeed, -actor.MovementSpeed / 2, Acceleration * (float)delta);
}
else
{
_currentSpeed = Mathf.MoveToward(_currentSpeed, 0, Deceleration * (float)delta);
}
// Set velocity
actor.Velocity = actor.FacingDirection * _currentSpeed;
actor.MoveAndSlide();
}
}

View file

@ -0,0 +1,60 @@
using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class AnimationHandler : Node2D
{
[Export]
public AnimatedSprite2D _animatedSprite { get; protected set; }
protected Actor _parent;
public virtual void Init(Actor parent)
{
_parent = parent;
// var children = GetChildren();
// foreach (var child in children) {
// if (child is InputProvider inputProvider)
// {
// _inputProviders.Add(inputProvider);
// }
// }
}
public virtual void Update(double delta)
{
var direction = _parent.FacingDirection; //GetSnappedDirection();
if (_parent.Velocity.Length() > 0)
{
_animatedSprite.Play("walk_" + DirectionToString(direction));
_animatedSprite.SpeedScale = 1;
}
else
{
//_animatedSprite.Play("idle_" + DirectionToString(direction));
_animatedSprite.Play("walk_" + DirectionToString(direction));
_animatedSprite.SpeedScale = 0;
}
}
private string DirectionToString(Vector2 direction)
{
var angle = Mathf.RadToDeg(direction.Angle());
angle = Mathf.PosMod(angle, 360);
if (angle >= 337.5 || angle < 22.5) return "right";
if (angle >= 22.5 && angle < 67.5) return "up_right";
if (angle >= 67.5 && angle < 112.5) return "up";
if (angle >= 112.5 && angle < 157.5) return "up_left";
if (angle >= 157.5 && angle < 202.5) return "left";
if (angle >= 202.5 && angle < 247.5) return "down_left";
if (angle >= 247.5 && angle < 292.5) return "down";
if (angle >= 292.5 && angle < 337.5) return "down_right";
return "up";
}
}

View file

@ -0,0 +1,8 @@
using Godot;
namespace Cirno.Scripts.Components.Actors;
public abstract partial class InputProvider : Node2D
{
public abstract Vector2 GetMovementInput();
}

View file

@ -0,0 +1,11 @@
using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class KeyboardInputProvider : InputProvider
{
public override Vector2 GetMovementInput()
{
return Input.GetVector("left", "right", "up", "down");
}
}

View file

@ -1,10 +1,35 @@
using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts.Components.Actors;
using Godot;
public abstract partial class MovementHandler : Node2D
{
public Vector2 MovementDirection { get; set; }
protected Actor _parent;
public abstract void Init(Actor parent);
public abstract Vector2 MovementDirection { get; set; }
public abstract Vector2 FacingDirection { get; set; }
protected readonly List<InputProvider> _inputProviders = new();
public virtual void Init(Actor parent)
{
_parent = parent;
var children = GetChildren();
foreach (var child in children) {
if (child is InputProvider inputProvider)
{
_inputProviders.Add(inputProvider);
}
}
}
public virtual Vector2 AggregateInputProviders()
{
return _inputProviders.Aggregate(Vector2.Zero, (current, inputProvider) => current + inputProvider.GetMovementInput().Normalized());
}
public abstract void Move(double delta);

View file

@ -77,4 +77,16 @@ public static class Tools
{
return node.GetNodeOrNull<InventoryManager>("/root/GameScene/InventoryManager");
}
public static Vector2 GetSnappedDirection(Vector2 direction)
{
// Snap to one of 8 directions
var angles = new[]
{
Vector2.Up, Vector2.Up + Vector2.Right, Vector2.Right, Vector2.Right + Vector2.Down,
Vector2.Down, Vector2.Down + Vector2.Left, Vector2.Left, Vector2.Left + Vector2.Up
};
return angles[Mathf.PosMod((int)(direction.X + 4), 8)].Normalized();
}
}