2D Character and weapons

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Marco 2025-06-17 11:57:59 +02:00
commit cc9c4e5aa1
37 changed files with 1115 additions and 91 deletions

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Scripts/Weapons/Bullet3D.cs Normal file
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using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts.Components;
using Cirno.Scripts.Controllers;
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.Weapons;
public partial class Bullet3D : Area3D, IBullet
{
[Export] public float Speed { get; set; } = 1900f;
public BulletOwner BulletOwner => _bulletInfo?.Owner ?? BulletOwner.None;
public float Damage => _bulletInfo?.Damage ?? 1;
public DamageType DamageType => _bulletInfo?.DamageType ?? DamageType.Neutral;
protected Vector2 _direction = Vector2.Right;
private double _elapsedTime = 0f;
private BulletInfo _bulletInfo;
public BulletInfo BulletInfo => _bulletInfo;
private List<ModifierWrapper> _modifiers = new();
private GameManager _gameManager;
public bool IsGrazed { get; set; } = false;
public bool IsFrozen { get; private set; } = false;
public bool Enabled { get; private set; } = false;
[Signal]
public delegate void OnDestroyEventHandler();
private AudioStreamPlayer2D _grazeSound;
private GpuParticles2D _grazeParticles;
private CollisionShape2D _collisionShape2D;
public override void _Ready()
{
_grazeSound = GetNodeOrNull<AudioStreamPlayer2D>("AudioStreamPlayer2D");
_grazeParticles = GetNodeOrNull<GpuParticles2D>("GrazeParticles");
_collisionShape2D = GetNode<CollisionShape2D>("CollisionShape2D");
}
public void Initialize(BulletInfo bulletInfo, GameManager gameManager)
{
_bulletInfo = bulletInfo;
_gameManager = gameManager;
_elapsedTime = 0f;
this.Speed = bulletInfo.Speed;
// Need to clone them here
// _modifiers = _bulletInfo.TimeModifiers.Select(x => x.MakeClone()).ToList();
// var clonedModifiers = _bulletInfo.TimeModifiers.Select(x => x.MakeClone());
// _modifiers = clonedModifiers.ToList();
// Ugly hack to make instances unique
_modifiers = _bulletInfo.TimeModifiers.Select(x => x.Wrap()).ToList();
}
/// <summary>
/// Enables the bullet, shows the sprite and activates collisions
/// </summary>
public void Enable()
{
Enabled = true;
Show();
if (this._collisionShape2D is null)
{
_collisionShape2D = GetNode<CollisionShape2D>("CollisionShape2D");
}
_collisionShape2D.SetDeferred(CollisionShape2D.PropertyName.Disabled, false);
}
/// <summary>
/// Disables the bullet, hides the sprite and disables collisions
/// </summary>
public void Disable(bool hideSprite = true)
{
Enabled = false;
if (hideSprite && !BulletInfo.Attributes.HasFlag(BulletFlags.PersistSprite))
{
Hide();
}
if (this._collisionShape2D is null)
{
_collisionShape2D = GetNode<CollisionShape2D>("CollisionShape2D");
}
_collisionShape2D.SetDeferred(CollisionShape2D.PropertyName.Disabled, true);
}
public void Graze()
{
if (!Enabled) return;
_grazeSound?.Play();
if (_grazeParticles is not null)
{
_grazeParticles.Emitting = true;
}
IsGrazed = true;
}
private void ApplyTimeModifiers(double delta)
{
return;
// foreach (var modifier in _modifiers)
// {
// if (_elapsedTime >= modifier.TimeModifier.TimeInSeconds)
// {
// if (!modifier.Applied)
// {
// modifier.Applied = true;
// modifier.TimeModifier.Start(this);
// modifier.Elapsed = 0;
// }
// else
// {
// modifier.Elapsed += delta;
// }
//
// modifier.TimeModifier.Update(this, delta, modifier.Elapsed);
//
// }
// }
}
public virtual void RotateBullet(float degrees)
{
float radians = Mathf.DegToRad(degrees);
_direction = _direction.Rotated(radians).Normalized(); // Rotate direction
if (!BulletInfo.Attributes.HasFlag(BulletFlags.Rotateable)) return;
//SetRotation(Rotation + radians);
}
public virtual void RotateSpriteDegrees(float degrees)
{
if (!BulletInfo.Attributes.HasFlag(BulletFlags.Rotateable)) return;
//SetRotationDegrees(RotationDegrees + degrees);
}
public virtual void RotateSprite(float radians)
{
if (!BulletInfo.Attributes.HasFlag(BulletFlags.Rotateable)) return;
//SetRotation(Rotation + radians);
}
public void FacePlayer()
{
if (_gameManager.Player != null)
{
//_direction = (_gameManager.PlayerPosition.Value - this.GlobalPosition).Normalized();
RotateBullet(0); // quick hack to rotate lasers
//LookAt(player.GlobalPosition);
}
}
public void SetDirection(Vector2 direction)
{
var normalized = direction.Normalized();
_direction = normalized;
if (!BulletInfo.Attributes.HasFlag(BulletFlags.Rotateable)) return;
//SetRotation(Mathf.Atan2(normalized.Y, normalized.X) + Mathf.Pi / 2);
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
if (!Enabled) return;
_elapsedTime += delta;
if (_elapsedTime >= _bulletInfo.LifeTime)
{
Destroy();
}
}
public override void _PhysicsProcess(double delta)
{
if (!Enabled) return;
if (_bulletInfo != null)
{
ApplyTimeModifiers(delta);
}
if (BulletInfo.Attributes.HasFlag(BulletFlags.Controllable))
{
ControlBullet(delta);
}
//this.Position += ((float)(Speed * delta) * _direction);
}
private void ControlBullet(double delta)
{
if (!Enabled) return;
var axis = Input.GetAxis("left", "right");
if (axis != 0)
{
float rotationSpeed = 180f; // Degrees per second
RotateBullet(axis * rotationSpeed * (float)delta);
}
}
private void _on_visible_on_screen_notifier_2d_screen_exited()
{
if (!Enabled) return;
if (!BulletInfo.Attributes.HasFlag(BulletFlags.DieOutOfScreen)) return;
//Debug.WriteLine("Destroy bullet out of screen");
Destroy();
}
private void _on_body_entered(Node2D body)
{
if (body.IsInGroup("Solid"))
{
//Debug.WriteLine("Collision");
RequestCollisionDestruction();
}
//// Do not Collide with body for purpose of destroying bullets
// else if (body.IsInGroup("Destroyable"))
// {
// Debug.WriteLine("Collision with destroyable object body");
// QueueFree();
// }
}
private void _on_area_entered(Area2D area)
{
if (area.IsInGroup("Solid"))
{
RequestCollisionDestruction();
return;
}
if (area.IsInGroup("Destroyable") && area is IDestructible destructible &&
CanHit(BulletOwner, destructible.BulletGroup))
{
// hit
destructible.Hit(Damage, DamageType);
RequestCollisionDestruction();
}
}
public bool CanHit(BulletOwner bulletOwner, BulletOwner targetGroup)
{
// If either is None, it always hits
if (bulletOwner == BulletOwner.None || targetGroup == BulletOwner.None)
{
return true;
}
// Otherwise, it hits only if they are different groups
return bulletOwner != targetGroup;
}
public void RequestCollisionDestruction()
{
if (!Enabled) return;
if (_bulletInfo.DestroyOnCollision)
{
Destroy();
}
}
private void Destroy()
{
if (_bulletInfo?.DestructionParticlesScene != null)
{
//this.CreateSibling<Node2D>(_bulletInfo.DestructionParticlesScene);
//particle.Init();
}
EmitSignal(Bullet.SignalName.OnDestroy);
//QueueFree();
PoolingManager.Instance.DisableBullet(this);
}
public void Freeze()
{
IsFrozen = true;
EmitSignal(Bullet.SignalName.OnDestroy);
//QueueFree();
PoolingManager.Instance.DisableBullet(this);
}
}

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using Cirno.Scripts.Components;
using Godot;
namespace Cirno.Scripts.Weapons;
public interface IBullet
{
public float Speed { get; set; }
public BulletOwner BulletOwner { get; }
public float Damage { get; }
public DamageType DamageType { get; }
public BulletInfo BulletInfo { get; }
public bool IsGrazed { get; }
public bool IsFrozen { get; }
public bool Enabled { get; }
public delegate void OnDestroyEventHandler();
public void Initialize(BulletInfo bulletInfo, GameManager gameManager);
public void Enable();
public void Disable(bool hideSprite = true);
public void Graze();
public void RotateBullet(float degrees);
public void RotateSpriteDegrees(float degrees);
public void RotateSprite(float radians);
public void FacePlayer();
public void SetDirection(Vector2 direction);
public bool CanHit(BulletOwner bulletOwner, BulletOwner targetGroup);
public void RequestCollisionDestruction();
public void Freeze();
}

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Scripts/Weapons/Weapon3D.cs Normal file
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using Cirno.Scripts.Controllers;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Weapons;
public partial class Weapon3D : Node
{
[Export]
public WeaponResource WeaponData { get; set; }
[Export]
public PackedScene BulletScene { get; set; }
[Export]
public Marker3D Muzzle { get; set; }
[Export]
public Marker3D Pivot { get; set; }
[Export]
public Sprite3D Sprite { get; private set; }
[Export] public StringName PowerKey { get; set; } = "POWER";
[Signal]
public delegate void ShootingEventHandler();
[Signal]
public delegate void ReloadingEventHandler();
[Signal] public delegate void EmptyEventHandler();
public int Ammo { get; set; } = 0;
private int _loadedAmmo;
public int LoadedAmmo
{
get => _loadedAmmo;
private set
{
_loadedAmmo = value;
_inventoryManager?.NotifyLoadedAmmoChange(WeaponData?.ItemKey, _loadedAmmo);
}
}
public Vector2 ShootDirection { get; set; } = Vector2.Zero;
private Timer _cooldownTimer;
private GameManager _gameManager;
private InventoryManager _inventoryManager;
private readonly StringName _shieldAmmoType = "SHIELD";
private bool UsesBattery => WeaponData.AmmoKey == _shieldAmmoType;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_cooldownTimer = GetNode<Timer>("./ShootTimer");
// Start full
if (WeaponData != null)
{
LoadedAmmo = WeaponData.BulletCapacity;
}
}
public void Reload()
{
EmitSignalReloading();
_cooldownTimer.Start(WeaponData.ReloadTime);
if (WeaponData.InfiniteAmmo || string.IsNullOrWhiteSpace(WeaponData.AmmoKey))
{
LoadedAmmo = WeaponData.BulletCapacity;
}
else
{
var ammoToLoad = _inventoryManager.RemoveItem(WeaponData.AmmoKey, WeaponData.BulletCapacity - LoadedAmmo);
if (ammoToLoad > 0)
{
LoadedAmmo = ammoToLoad;
}
else
{
EmitSignalEmpty();
//GD.Print("Out of ammo");
}
}
}
public void Shoot(BulletOwner? ownerOverride = null)
{
// Waiting on reload or Rate of Fire cooldown?
if (!_cooldownTimer.IsStopped())
{
return;
}
// Check for battery if it's used
if (UsesBattery)
{
if (GameManager.Instance.Player.Shield.CurrentResource >= WeaponData.AmmoPerShot)
{
GameManager.Instance.Player.Shield.CurrentResource -= WeaponData.AmmoPerShot;
}
else
{
EmitSignalEmpty();
return;
}
}
// Out of ammo?
if (LoadedAmmo < WeaponData.AmmoPerShot)
{
if (WeaponData.AutoReload)
{
Reload();
}
EmitSignalEmpty();
return;
}
EmitSignalShooting();
// TODO: Shoot at muzzle position, need to provide a way to turn it, on a radius?
float halfSpread = WeaponData.SpreadAngle / 2f;
float spreadStep = WeaponData.BulletsPerShot > 1 ? WeaponData.SpreadAngle / (WeaponData.BulletsPerShot - 1) : 0;
for (int i = 0; i < WeaponData.BulletsPerShot; i++)
{
// Calculate angle offset for this bullet
float spreadOffset = -halfSpread + (spreadStep * i);
// Add random spread
if (WeaponData.RandomSpread > 0)
{
// Gaussian with mean = 0, stddev = WeaponData.RandomSpread
spreadOffset += RandomStuff.GaussianClamped(
mean: 0f,
stdDev: WeaponData.RandomSpread, // tuning knob
min: -halfSpread,
max: halfSpread
);
}
// Rotate the ShootDirection by the spread angle
Vector2 spreadDirection = ShootDirection.Rotated(Mathf.DegToRad(spreadOffset));
// Restore pooling
var bullet = PoolingManager.Instance.SpawnBullet<Bullet3D>(WeaponData.BulletData);
//var bullet = WeaponData.BulletData.BulletScene.Instantiate<Bullet3D>()
bullet.GlobalPosition = Muzzle.GlobalPosition;
//var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, WeaponData.BulletData.BulletScene, _muzzle.GlobalPosition);
if (bullet == null)
{
GD.PrintErr("Bullet is null, not shooting");
return;
};
var bulletData = WeaponData.MakeBullet(Muzzle.GlobalPosition.ToVector2()); // TODO: Fix for 3D
if (ownerOverride.HasValue)
{
bulletData.Owner = ownerOverride.Value;
}
if (bulletData.Owner is BulletOwner.Player || ownerOverride is BulletOwner.Player)
{
// Apply the P multiplier
bulletData.Damage *=
GetBulletStrengthMultiplier(bulletData.Damage, bulletData.OriginalBulletResource.MaxDamage, 20);
}
bullet.Initialize(bulletData, _gameManager);
//bullet.SetDirection(ShootDirection);
bullet.SetDirection(spreadDirection);
bullet.Speed = WeaponData.BulletData.BulletSpeed;
}
if (!UsesBattery)
{
LoadedAmmo -= WeaponData.AmmoPerShot;
}
//_inventoryManager.NotifyLoadedAmmoChange(WeaponData.ItemKey, LoadedAmmo);
// if (!string.IsNullOrWhiteSpace(WeaponData?.AmmoKey))
// {
// // Notify hud to decrease weapon
//
// }
_cooldownTimer.Start(WeaponData?.RateOfFire ?? 0);
}
private float GetBulletStrengthMultiplier(float baseDamage, float maxDamage, float maxPower)
{
var p = InventoryManager.Instance.GetItemCount(PowerKey);
float minMultiplier = 1.0f;
float maxMultiplier = maxDamage / baseDamage;
float normalizedPower = Mathf.Clamp((float)p / maxPower, 0f, 1f);
return Mathf.Lerp(minMultiplier, maxMultiplier, normalizedPower);
}
public void Hide()
{
}
public void Show()
{
}
}

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