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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Strafing and crosshair for FSM player
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parent
5073cfea70
commit
af0261ce8e
6 changed files with 170 additions and 23 deletions
32
Scripts/Components/Actors/PlayerCrosshairProvider.cs
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32
Scripts/Components/Actors/PlayerCrosshairProvider.cs
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@ -0,0 +1,32 @@
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using Godot;
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namespace Cirno.Scripts.Components.Actors;
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public partial class PlayerCrosshairProvider : Node2D
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{
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[Export]
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public AnimatedSprite2D AnimatedSprite { get; private set; }
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[Export]
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public float CrosshairDistance { get; private set; }
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public void UpdatePosition(Vector2 facingDirection)
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{
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AnimatedSprite.Position = CalculateCrosshairPosition(facingDirection);
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}
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private Vector2 CalculateCrosshairPosition(Vector2 facingDirection)
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{
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return facingDirection * CrosshairDistance;
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}
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public void Show()
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{
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AnimatedSprite.Show();
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}
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public void Hide()
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{
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AnimatedSprite.Hide();
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}
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}
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1
Scripts/Components/Actors/PlayerCrosshairProvider.cs.uid
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1
Scripts/Components/Actors/PlayerCrosshairProvider.cs.uid
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@ -0,0 +1 @@
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uid://d208gvthkstvc
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35
Scripts/Components/Actors/PlayerHitboxSpriteProvider.cs
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35
Scripts/Components/Actors/PlayerHitboxSpriteProvider.cs
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@ -0,0 +1,35 @@
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using Godot;
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namespace Cirno.Scripts.Components.Actors;
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public partial class PlayerHitboxSpriteProvider : Node2D
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{
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[Export]
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public AnimatedSprite2D Hitbox { get; private set; }
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[Export]
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public AnimatedSprite2D Circle { get; private set; }
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public void SetVisibility(bool isVisible)
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{
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if (isVisible)
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{
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Show();
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}
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else
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{
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Hide();
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}
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}
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public void Show()
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{
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Hitbox.Show();
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Circle.Show();
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}
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public void Hide()
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{
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Hitbox.Hide();
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Circle.Hide();
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}
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}
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@ -0,0 +1 @@
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uid://3jxrxcqp3ndr
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@ -7,24 +7,29 @@ namespace Cirno.Scripts.Components.FSM.Player;
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public partial class Active : PlayerFSMState
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{
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private Vector2 _movementDirection { get; set; }
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private Vector2 _facingDirection { get; set; }
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[Export] public Sprite2D HitboxSprite { get; set; }
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[Export]
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private PlayerWeaponProvider _weaponProvider;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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[Export]
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private InputProvider _inputProvider;
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private bool _isStrafing { get; set; }
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public Vector2 FacingDirection { get; private set; }
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[Export]
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public int Speed { get; set; } = 45;
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[Export]
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public int StrafeSpeed { get; set; } = 35;
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[ExportCategory("Providers")]
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[Export]
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private PlayerWeaponProvider _weaponProvider;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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[Export]
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private PlayerCrosshairProvider _crosshairProvider;
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[Export] private PlayerHitboxSpriteProvider _hitboxSpriteProvider;
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[Export]
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private InputProvider _inputProvider;
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private bool _isStrafing;
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public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
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@ -42,12 +47,14 @@ public partial class Active : PlayerFSMState
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{
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// enable sprite
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// enable crosshair
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GD.Print(this.State.ToString());
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_crosshairProvider.Show();
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}
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public override void ExitState()
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{
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_animationProvider.SetAnimation(Vector2.Zero);
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_crosshairProvider.Hide();
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_hitboxSpriteProvider.Hide();
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}
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public override void PhysicsProcessState(double delta)
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@ -59,34 +66,31 @@ public partial class Active : PlayerFSMState
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public override void ProcessState(double delta)
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{
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_movementDirection = _inputProvider.GetMovementInput();
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_movementDirection = _inputProvider.GetMovementInput().Normalized();
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_isStrafing = _inputProvider.GetStrafePressed();
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// Toggle visibility of the hitbox sprite based on strafing
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if (HitboxSprite != null)
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{
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HitboxSprite.Visible = _isStrafing;
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}
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var rightStickInput = _inputProvider.GetAimInput();
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_hitboxSpriteProvider.SetVisibility(_isStrafing);
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var rightStickInput = _inputProvider.GetAimInput().Normalized();
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// Update Facing Direction
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if (!_isStrafing)
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{
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if (rightStickInput.Length() > 0.1f) // If the right stick is moved
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{
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_facingDirection = rightStickInput.Normalized();
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FacingDirection = rightStickInput.Normalized();
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}
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else if (_movementDirection != Vector2.Zero) // Fall back to movement direction
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{
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_facingDirection = _movementDirection;
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FacingDirection = _movementDirection;
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}
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}
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_animationProvider.SetAnimation(_stateMachine.Velocity);
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_crosshairProvider.UpdatePosition(FacingDirection);
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HandleShoot();
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// FindInteractable();
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@ -97,7 +101,7 @@ public partial class Active : PlayerFSMState
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private void HandleShoot()
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{
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if (!_inputProvider.GetShootPressed()) return;
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_weaponProvider.Shoot(this._facingDirection);
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_weaponProvider.Shoot(this.FacingDirection);
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}
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