Focus sprites

This commit is contained in:
MaddoScientisto 2025-02-16 16:55:33 +01:00
commit 9717ca8a55
5 changed files with 90 additions and 76 deletions

View file

@ -112,15 +112,13 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");
//_inventoryManager = GetNode<InventoryManager>("/root/GameScene/InventoryManager");
_movementDirection = Vector2.Zero;
_facingDirection = Vector2.Zero;
_rightStickInput = Vector2.Zero;
_isStrafing = false;
_gameManager = this.GetGameManager(); //GetNode<GameManager>("/root/GameScene");
_gameManager = this.GetGameManager();
_inventoryManager = this.GetInventoryManager();
_gameManager.GameStateChange += GameManagerOnGameStateChange;
@ -167,28 +165,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
}
}
/*public override _Process(float _delta)
{
if (Input.IsActionPressed("ui_right"))
{
_animatedSprite.Play("run");
}
else
{
_animatedSprite.Stop();
}
}*/
// public void ItemAdded(LootItem item, int amount)
// {
// switch (item.Item)
// {
// case ItemTypes.Weapon:
// AddWeapon(item.WeaponData);
// break;
// }
// }
public void AddWeapon(Weapon weapon)
{
EquippedWeapons.Add(weapon);
@ -222,25 +198,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
EquipWeapon(EquippedWeapons[CurrentWeaponIndex]);
}
public override void _Process(double delta)
{
SetAnimation();
if (!_canMove) return;
HandleShoot();
FindInteractable();
if (Input.IsActionJustPressed("next_weapon"))
{
NextWeapon();
}
if (Input.IsActionJustPressed("previous_weapon"))
{
PreviousWeapon();
}
}
private void FindInteractable()
{
if (!Input.IsActionJustPressed("Use") || _selector.SelectedInteractable == null) return;
@ -266,13 +223,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
EquippedWeapon.ShootDirection = this._facingDirection;
EquippedWeapon.Shoot();
// //Debug.WriteLine("Shoot");
// var bullet = BulletScene.Instantiate<Bullet>();
// Owner.AddChild(bullet);
// bullet.Transform = Muzzle.GlobalTransform;
// bullet.Position = this.Position;
// bullet.SetDirection(this._facingDirection);
}
private void SetAnimation()
@ -333,25 +283,13 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
}
// public override void _Draw()
// {
// if (_isStrafing)
// {
// HitboxSprite.Visible = true;
// }
// else
// {
// HitboxSprite.Visible = false;
// }
// base._Draw();
// }
public override void _PhysicsProcess(double delta)
public override void _Process(double delta)
{
SetAnimation();
if (!_canMove) return;
_movementDirection = GetInput();
_isStrafing = Input.IsActionPressed("strafe");
// Toggle visibility of the hitbox sprite based on strafing
if (HitboxSprite != null)
@ -373,16 +311,30 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
_facingDirection = _movementDirection;
}
}
HandleShoot();
FindInteractable();
if (Input.IsActionJustPressed("next_weapon"))
{
NextWeapon();
}
if (Input.IsActionJustPressed("previous_weapon"))
{
PreviousWeapon();
}
_crosshair.Position = CalculateCrosshairPosition();
}
public override void _PhysicsProcess(double delta)
{
if (!_canMove) return;
// if (_movementDirection != Vector2.Zero)
// {
// _facingDirection = _movementDirection;
// }
Velocity = _movementDirection * (float)( MovementSpeed/* * delta*/);
MoveAndSlide();
_crosshair.Position = CalculateCrosshairPosition();
}
private void _on_interaction_controller_area_entered(Area2D area)