mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 10:45:33 +00:00
415 lines
8.7 KiB
C#
415 lines
8.7 KiB
C#
using Godot;
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using System;
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using System.Diagnostics;
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using System.Linq;
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using Cirno.Scripts;
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using Cirno.Scripts.Resources;
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using Godot.Collections;
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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 int StrafeSpeed { get; set; } = 200;
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public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
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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 SelectorScene { get; set; }
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[Export]
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public string GameOverScene { get; set; }
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private Selector _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 Vector2 _rightStickInput { get; set; }
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private Sprite2D _crosshair;
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[Export] public float MaxHealth = 32f;
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[Export] public float MaxShield = 32f;
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public Weapon EquippedWeapon { get; set; }
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public Array<Weapon> EquippedWeapons { get; set; } = new Array<Weapon>();
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public int CurrentWeaponIndex { get; set; } = 0;
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private float _currentHealth = 0f;
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private float _currentShield = 0f;
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private bool _isDestroyed = false;
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private GameManager _gameManager;
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private InventoryManager _inventoryManager;
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[Export] public Sprite2D HitboxSprite { get; set; }
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[Export] public BulletOwner BulletGroup { get; set; } = BulletOwner.Player;
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private bool _isStrafing { get; set; }
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private bool _canMove = true;
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[Signal]
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public delegate void HealthChangedEventHandler(float newHealth, float MaxHealth);
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[Signal]
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public delegate void ShieldChangedEventHandler(float newShield, float maxShield);
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[Signal]
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public delegate void InteractableAreaEnteredEventHandler(Interactable interactable);
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[Signal]
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public delegate void InteractableAreaExitedEventHandler(Interactable interactable);
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public float CurrentHealth
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{
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get => _currentHealth;
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set
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{
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if (_currentHealth != value)
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{
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_currentHealth = value;
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EmitSignal(nameof(HealthChanged), _currentHealth, MaxHealth);
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}
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}
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}
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public float CurrentShield
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{
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get => _currentShield;
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set
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{
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if (_currentShield != value)
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{
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_currentShield = value;
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EmitSignal(nameof(ShieldChanged), _currentShield, MaxShield);
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}
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}
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}
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//private InventoryManager _inventoryManager;
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public override void _Ready()
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{
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CurrentHealth = MaxHealth;
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CurrentShield = MaxShield;
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_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
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_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");
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_movementDirection = Vector2.Zero;
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_facingDirection = Vector2.Zero;
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_rightStickInput = Vector2.Zero;
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_isStrafing = false;
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_gameManager = this.GetGameManager();
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_inventoryManager = this.GetInventoryManager();
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_gameManager.GameStateChange += GameManagerOnGameStateChange;
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if (SelectorScene != null)
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{
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_selector = this.CreateSibling<Selector>(SelectorScene, this.GlobalPosition);
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_selector.Visible = false;
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}
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}
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private void GameManagerOnGameStateChange(GameState state)
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{
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switch (state)
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{
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case GameState.Menu:
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break;
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case GameState.Paused:
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_canMove = false;
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break;
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case GameState.Playing:
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_canMove = true;
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break;
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case GameState.Dialogue:
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_canMove = false;
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break;
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}
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}
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/// <summary>
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/// Requests disable movement
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/// </summary>
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/// <param name="disable">true disables false enables</param>
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public void RequestMovementDisable(bool disable)
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{
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if (disable)
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{
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_canMove = false;
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}
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else
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{
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_canMove = true;
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}
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}
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public void AddWeapon(Weapon weapon)
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{
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EquippedWeapons.Add(weapon);
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}
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public void EquipWeapon(Weapon weapon)
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{
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EquippedWeapon = weapon;
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CurrentWeaponIndex = EquippedWeapons.IndexOf(weapon);
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}
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public void NextWeapon()
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{
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CurrentWeaponIndex += 1;
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if (CurrentWeaponIndex > EquippedWeapons.Count - 1)
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{
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CurrentWeaponIndex = EquippedWeapons.Count - 1;
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}
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EquipWeapon(EquippedWeapons[CurrentWeaponIndex]);
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}
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public void PreviousWeapon()
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{
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CurrentWeaponIndex -= 1;
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if (CurrentWeaponIndex < 0)
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{
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CurrentWeaponIndex = 0;
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}
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EquipWeapon(EquippedWeapons[CurrentWeaponIndex]);
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}
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private void FindInteractable()
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{
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if (!Input.IsActionJustPressed("Use") || _selector.SelectedInteractable == null) return;
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if (!_selector.SelectedInteractable.CanActivate()) return;
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bool success = _selector.SelectedInteractable.Activate();
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if (success)
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{
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// Deselect and scan for next
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_selector.SelectedInteractable = null;
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_selector.SelectNext();
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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 (EquippedWeapon == null) return;
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if (!Input.IsActionPressed("shoot")) return;
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EquippedWeapon.ShootDirection = this._facingDirection;
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EquippedWeapon.Shoot();
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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 GetRightStickInput()
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{
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return new Vector2(
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Input.GetAxis("aim_left","aim_right"),
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Input.GetAxis("aim_up", "aim_down")
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);
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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 _Process(double delta)
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{
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SetAnimation();
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if (!_canMove) return;
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_movementDirection = GetInput();
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_isStrafing = Input.IsActionPressed("strafe");
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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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_rightStickInput = GetRightStickInput();
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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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}
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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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}
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}
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HandleShoot();
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FindInteractable();
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if (Input.IsActionJustPressed("next_weapon"))
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{
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NextWeapon();
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}
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if (Input.IsActionJustPressed("previous_weapon"))
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{
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PreviousWeapon();
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}
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_crosshair.Position = CalculateCrosshairPosition();
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}
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public override void _PhysicsProcess(double delta)
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{
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if (!_canMove) return;
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Velocity = _movementDirection * (float)( MovementSpeed/* * delta*/);
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MoveAndSlide();
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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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if (!_canMove) return;
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// Replace with function body.
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if (area.IsInGroup("Interactable") && area is Interactable interactable && interactable.CanActivate())
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{
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Debug.WriteLine($"Interactable {area.Name} Entered");
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EmitSignal(nameof(InteractableAreaEntered), interactable);
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if (_selector == null) return;
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//_selector.Position = interactable.Position;
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_selector.SelectedInteractable = interactable;
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//_selector.AddInteractable(interactable);
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//_selector.Visible = true;
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//_lastInteractable = interactable;
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}
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}
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private void _on_interaction_controller_area_exited(Area2D area)
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{
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if (!_canMove) return;
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if (area.IsInGroup("Interactable") && area is Interactable interactable)
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{
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Debug.WriteLine($"Interactable {area.Name} Exited");
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EmitSignal(nameof(InteractableAreaExited), interactable);
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if (_selector == null) return;
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_selector.RemoveInteractable(interactable);
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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, DamageType type = DamageType.Neutral)
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{
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if (!_canMove) return;
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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 (!_canMove) return;
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if (area is Bullet bullet && bullet.BulletOwner != BulletGroup)
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{
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this.Hit(bullet.Damage, bullet.DamageType);
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bullet.QueueFree();
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}
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}
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}
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