Added crosshair

This commit is contained in:
MaddoScientisto 2024-05-01 16:39:14 +02:00
commit 9e3c75ca1d
5 changed files with 72 additions and 2 deletions

View file

@ -7,6 +7,9 @@ public partial class PlayerMovement : CharacterBody2D
[Export]
public int Speed { get; set; } = 400;
[Export]
public float CrosshairDistance { get; set; } = 10f;
[Export]
public PackedScene BulletScene { get; set; }
@ -19,9 +22,13 @@ public partial class PlayerMovement : CharacterBody2D
private Vector2 _facingDirection { get; set; }
private Sprite2D _crosshair;
public override void _Ready()
{
_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
_crosshair = GetNode<Sprite2D>("./Crosshair");
_movementDirection = Vector2.Zero;
_facingDirection = Vector2.Zero;
}
@ -53,7 +60,7 @@ public partial class PlayerMovement : CharacterBody2D
Owner.AddChild(bullet);
bullet.Transform = Muzzle.GlobalTransform;
bullet.Position = this.Position;
bullet.SetDirection(this._movementDirection);
bullet.SetDirection(this._facingDirection);
}
}
@ -95,6 +102,19 @@ public partial class PlayerMovement : CharacterBody2D
return Input.GetVector("left", "right", "up", "down");
}
private Vector2 CalculateCrosshairPosition()
{
return _facingDirection * CrosshairDistance;// + this.Position;
//var angle = Mathf.Atan2(this.Position.X, this.Position.Y);
//var cPos = new Vector2(this.Position.X + CrosshairDistance * Godot.Mathf.Cos(angle), this.Position.Y + CrosshairDistance * Godot.Mathf.Sin(angle));
}
public override void _PhysicsProcess(double delta)
{
_movementDirection = GetInput();
@ -104,5 +124,8 @@ public partial class PlayerMovement : CharacterBody2D
Velocity = _movementDirection * (float)(Speed * delta);
MoveAndSlide();
_crosshair.Position = CalculateCrosshairPosition();
}
}