mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
235 lines
4.5 KiB
C#
235 lines
4.5 KiB
C#
using Godot;
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using System;
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using System.Diagnostics;
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using Cirno.Scripts;
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public partial class PlayerMovement : CharacterBody2D, IDestructible
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{
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[Export]
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public int Speed { get; set; } = 400;
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[Export]
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public float CrosshairDistance { get; set; } = 10f;
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[Export]
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public PackedScene BulletScene { get; set; }
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[Export]
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public PackedScene SelectorScene { get; set; }
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[Export]
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public string GameOverScene { get; set; }
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private Node2D _selector;
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private Interactable _lastInteractable;
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[Export]
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public Marker2D Muzzle { get; set; }
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private AnimatedSprite2D _animatedSprite;
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private Vector2 _movementDirection { get; set; }
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private Vector2 _facingDirection { get; set; }
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private Sprite2D _crosshair;
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private Timer _cooldownTimer;
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[Export] public float Health = 4f;
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private float _currentHealth = 0f;
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[Export] public double RateOfFire = 0.4f;
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[Export] public float BulletSpeed = 300f;
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private bool _isDestroyed = false;
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public override void _Ready()
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{
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_currentHealth = Health;
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_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
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_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");
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_cooldownTimer = GetNode<Timer>("./ShootTimer");
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_movementDirection = Vector2.Zero;
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_facingDirection = Vector2.Zero;
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if (SelectorScene != null)
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{
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_selector = this.CreateChild<Node2D>(SelectorScene);
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_selector.Visible = false;
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}
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}
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/*public override _Process(float _delta)
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{
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if (Input.IsActionPressed("ui_right"))
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{
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_animatedSprite.Play("run");
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}
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else
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{
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_animatedSprite.Stop();
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}
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}*/
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public override void _Process(double delta)
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{
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HandleShoot();
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SetAnimation();
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FindInteractable();
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}
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private void FindInteractable()
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{
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if (Input.IsActionJustPressed("Use") && _lastInteractable != null)
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{
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_lastInteractable.Activate();
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}
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//var spaceState = GetWorld2D().DirectSpaceState;
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//var query = PhysicsRayQueryParameters2D.Create(Vector2.Zero, )
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}
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private void HandleShoot()
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{
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if (!Input.IsActionJustPressed("shoot")) return;
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//Debug.WriteLine("Shoot");
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var bullet = BulletScene.Instantiate<Bullet>();
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Owner.AddChild(bullet);
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bullet.Transform = Muzzle.GlobalTransform;
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bullet.Position = this.Position;
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bullet.SetDirection(this._facingDirection);
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}
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private void SetAnimation()
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{
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if (Velocity.X == 0 && Velocity.Y == 0)
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{
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_animatedSprite.SpeedScale = 0;
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}
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else
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{
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_animatedSprite.SpeedScale = 1;
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}
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if (Velocity.X > 0)
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{
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_animatedSprite.Play("walk_right");
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}
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else if (Velocity.X < 0)
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{
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_animatedSprite.Play("walk_left");
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}
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else if (Velocity.Y > 0)
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{
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_animatedSprite.Play("walk_down");
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}
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else if (Velocity.Y < 0)
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{
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_animatedSprite.Play("walk_up");
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}
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}
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public Vector2 GetInput()
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{
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return Input.GetVector("left", "right", "up", "down");
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}
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private Vector2 CalculateCrosshairPosition()
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{
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return _facingDirection * CrosshairDistance;// + this.Position;
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//var angle = Mathf.Atan2(this.Position.X, this.Position.Y);
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//var cPos = new Vector2(this.Position.X + CrosshairDistance * Godot.Mathf.Cos(angle), this.Position.Y + CrosshairDistance * Godot.Mathf.Sin(angle));
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}
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public override void _PhysicsProcess(double delta)
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{
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_movementDirection = GetInput();
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if (_movementDirection != Vector2.Zero)
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{
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_facingDirection = _movementDirection;
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}
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Velocity = _movementDirection * (float)(Speed * delta);
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MoveAndSlide();
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_crosshair.Position = CalculateCrosshairPosition();
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//FindInteractable();
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}
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private void _on_interaction_controller_area_entered(Area2D area)
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{
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// Replace with function body.
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if (area.IsInGroup("Interactable") && area is Interactable interactable)
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{
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Debug.WriteLine("Interactable Entered");
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if (_selector != null)
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{
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_selector.Position = interactable.Position;
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_selector.Visible = true;
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_lastInteractable = interactable;
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}
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}
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}
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private void Explode()
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{
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Debug.WriteLine("Ded");
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//CreateParticles();
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//CreateDebris();
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if (GameOverScene != null)
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{
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GetTree().ChangeSceneToFile(GameOverScene);
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}
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else
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{
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QueueFree();
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}
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}
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public void Hit(float damage)
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{
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GD.Print($"Player damaged for {damage}");
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if (_isDestroyed) return;
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_currentHealth -= damage;
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if (!(_currentHealth <= 0)) return;
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_isDestroyed = true;
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Explode();
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}
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public bool IsDestroyed()
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{
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return _isDestroyed;
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}
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private void _on_damage_hit_box_area_entered(Area2D area)
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{
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if (area is Bullet bullet)
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{
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GD.Print("Received damage manually");
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this.Hit(bullet.Damage);
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bullet.QueueFree();
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}
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}
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}
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