Strafing and crosshair for FSM player

This commit is contained in:
Marco 2025-03-01 10:05:13 +01:00
commit af0261ce8e
6 changed files with 170 additions and 23 deletions

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=10 format=3 uid="uid://c4pr2707hbeph"]
[gd_scene load_steps=21 format=3 uid="uid://c4pr2707hbeph"]
[ext_resource type="Script" uid="uid://bw2hakslndaxm" path="res://Scripts/Components/FSM/PlayerStateMachine.cs" id="1_mpmil"]
[ext_resource type="Script" uid="uid://chwqogny2v8t1" path="res://Scripts/Components/FSM/Player/Init.cs" id="2_i6wc8"]
@ -8,9 +8,59 @@
[ext_resource type="PackedScene" uid="uid://crry0rgk7a8sm" path="res://Scenes/Weapons/BaseWeapon.tscn" id="6_8dcio"]
[ext_resource type="Script" uid="uid://bo5sgbv1t8ril" path="res://Scripts/Components/Actors/PlayerAnimationProvider.cs" id="7_pmkfo"]
[ext_resource type="Script" uid="uid://dq338w2lw5phl" path="res://Scripts/Components/Actors/KeyboardInputProvider.cs" id="8_i6wc8"]
[ext_resource type="Script" uid="uid://d208gvthkstvc" path="res://Scripts/Components/Actors/PlayerCrosshairProvider.cs" id="9_s0ir4"]
[ext_resource type="Texture2D" uid="uid://cfrvb1moh857m" path="res://Sprites/Crosshair.png" id="10_8dcio"]
[ext_resource type="Script" uid="uid://3jxrxcqp3ndr" path="res://Scripts/Components/Actors/PlayerHitboxSpriteProvider.cs" id="10_gp3hw"]
[ext_resource type="Texture2D" uid="uid://bwjrdlnysft15" path="res://Sprites/Actors/Focus_Circle.png" id="12_8dcio"]
[ext_resource type="Texture2D" uid="uid://bf37ce6jskdel" path="res://Sprites/SmallHitbox.png" id="13_pmkfo"]
[sub_resource type="CircleShape2D" id="CircleShape2D_b3hxm"]
[sub_resource type="AtlasTexture" id="AtlasTexture_pmkfo"]
atlas = ExtResource("10_8dcio")
region = Rect2(0, 0, 8, 8)
[sub_resource type="SpriteFrames" id="SpriteFrames_n5ijo"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_pmkfo")
}],
"loop": true,
"name": &"default",
"speed": 5.0
}]
[sub_resource type="AtlasTexture" id="AtlasTexture_n5ijo"]
atlas = ExtResource("12_8dcio")
region = Rect2(0, 0, 32, 32)
[sub_resource type="SpriteFrames" id="SpriteFrames_igu66"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_n5ijo")
}],
"loop": true,
"name": &"default",
"speed": 5.0
}]
[sub_resource type="AtlasTexture" id="AtlasTexture_igu66"]
atlas = ExtResource("13_pmkfo")
region = Rect2(0, 0, 4, 4)
[sub_resource type="SpriteFrames" id="SpriteFrames_5qlss"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_igu66")
}],
"loop": true,
"name": &"default",
"speed": 5.0
}]
[node name="FSMPlayer" type="CharacterBody2D"]
collision_layer = 2
collision_mask = 97
@ -21,10 +71,12 @@ InitialState = 1
[node name="Init" type="Node2D" parent="."]
script = ExtResource("2_i6wc8")
[node name="Active" type="Node2D" parent="." node_paths=PackedStringArray("_weaponProvider", "_animationProvider", "_inputProvider")]
[node name="Active" type="Node2D" parent="." node_paths=PackedStringArray("_weaponProvider", "_animationProvider", "_crosshairProvider", "_hitboxSpriteProvider", "_inputProvider")]
script = ExtResource("3_3tuio")
_weaponProvider = NodePath("../WeaponProvider")
_animationProvider = NodePath("../AnimationProvider")
_crosshairProvider = NodePath("../CrosshairProvider")
_hitboxSpriteProvider = NodePath("../StrafeSpriteProvider")
_inputProvider = NodePath("../InputProvider")
State = 1
@ -45,3 +97,25 @@ _animatedSprite = NodePath("../AnimatedSprite2D")
[node name="InputProvider" type="Node2D" parent="."]
script = ExtResource("8_i6wc8")
[node name="CrosshairProvider" type="Node2D" parent="." node_paths=PackedStringArray("AnimatedSprite")]
script = ExtResource("9_s0ir4")
AnimatedSprite = NodePath("Crosshair")
CrosshairDistance = 35.0
[node name="Crosshair" type="AnimatedSprite2D" parent="CrosshairProvider"]
sprite_frames = SubResource("SpriteFrames_n5ijo")
[node name="StrafeSpriteProvider" type="Node2D" parent="." node_paths=PackedStringArray("Hitbox", "Circle")]
show_behind_parent = true
script = ExtResource("10_gp3hw")
Hitbox = NodePath("Hitbox")
Circle = NodePath("MagicCircle")
[node name="MagicCircle" type="AnimatedSprite2D" parent="StrafeSpriteProvider"]
modulate = Color(1, 1, 1, 0.501961)
sprite_frames = SubResource("SpriteFrames_igu66")
[node name="Hitbox" type="AnimatedSprite2D" parent="StrafeSpriteProvider"]
z_index = 2
sprite_frames = SubResource("SpriteFrames_5qlss")

View file

@ -0,0 +1,32 @@
using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class PlayerCrosshairProvider : Node2D
{
[Export]
public AnimatedSprite2D AnimatedSprite { get; private set; }
[Export]
public float CrosshairDistance { get; private set; }
public void UpdatePosition(Vector2 facingDirection)
{
AnimatedSprite.Position = CalculateCrosshairPosition(facingDirection);
}
private Vector2 CalculateCrosshairPosition(Vector2 facingDirection)
{
return facingDirection * CrosshairDistance;
}
public void Show()
{
AnimatedSprite.Show();
}
public void Hide()
{
AnimatedSprite.Hide();
}
}

View file

@ -0,0 +1 @@
uid://d208gvthkstvc

View file

@ -0,0 +1,35 @@
using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class PlayerHitboxSpriteProvider : Node2D
{
[Export]
public AnimatedSprite2D Hitbox { get; private set; }
[Export]
public AnimatedSprite2D Circle { get; private set; }
public void SetVisibility(bool isVisible)
{
if (isVisible)
{
Show();
}
else
{
Hide();
}
}
public void Show()
{
Hitbox.Show();
Circle.Show();
}
public void Hide()
{
Hitbox.Hide();
Circle.Hide();
}
}

View file

@ -0,0 +1 @@
uid://3jxrxcqp3ndr

View file

@ -7,24 +7,29 @@ namespace Cirno.Scripts.Components.FSM.Player;
public partial class Active : PlayerFSMState
{
private Vector2 _movementDirection { get; set; }
private Vector2 _facingDirection { get; set; }
[Export] public Sprite2D HitboxSprite { get; set; }
[Export]
private PlayerWeaponProvider _weaponProvider;
[Export]
private PlayerAnimationProvider _animationProvider;
[Export]
private InputProvider _inputProvider;
private bool _isStrafing { get; set; }
public Vector2 FacingDirection { get; private set; }
[Export]
public int Speed { get; set; } = 45;
[Export]
public int StrafeSpeed { get; set; } = 35;
[ExportCategory("Providers")]
[Export]
private PlayerWeaponProvider _weaponProvider;
[Export]
private PlayerAnimationProvider _animationProvider;
[Export]
private PlayerCrosshairProvider _crosshairProvider;
[Export] private PlayerHitboxSpriteProvider _hitboxSpriteProvider;
[Export]
private InputProvider _inputProvider;
private bool _isStrafing;
public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
@ -42,12 +47,14 @@ public partial class Active : PlayerFSMState
{
// enable sprite
// enable crosshair
GD.Print(this.State.ToString());
_crosshairProvider.Show();
}
public override void ExitState()
{
_animationProvider.SetAnimation(Vector2.Zero);
_crosshairProvider.Hide();
_hitboxSpriteProvider.Hide();
}
public override void PhysicsProcessState(double delta)
@ -59,34 +66,31 @@ public partial class Active : PlayerFSMState
public override void ProcessState(double delta)
{
_movementDirection = _inputProvider.GetMovementInput();
_movementDirection = _inputProvider.GetMovementInput().Normalized();
_isStrafing = _inputProvider.GetStrafePressed();
// Toggle visibility of the hitbox sprite based on strafing
if (HitboxSprite != null)
{
HitboxSprite.Visible = _isStrafing;
}
var rightStickInput = _inputProvider.GetAimInput();
_hitboxSpriteProvider.SetVisibility(_isStrafing);
var rightStickInput = _inputProvider.GetAimInput().Normalized();
// Update Facing Direction
if (!_isStrafing)
{
if (rightStickInput.Length() > 0.1f) // If the right stick is moved
{
_facingDirection = rightStickInput.Normalized();
FacingDirection = rightStickInput.Normalized();
}
else if (_movementDirection != Vector2.Zero) // Fall back to movement direction
{
_facingDirection = _movementDirection;
FacingDirection = _movementDirection;
}
}
_animationProvider.SetAnimation(_stateMachine.Velocity);
_crosshairProvider.UpdatePosition(FacingDirection);
HandleShoot();
// FindInteractable();
@ -97,7 +101,7 @@ public partial class Active : PlayerFSMState
private void HandleShoot()
{
if (!_inputProvider.GetShootPressed()) return;
_weaponProvider.Shoot(this._facingDirection);
_weaponProvider.Shoot(this.FacingDirection);
}