SupaLidlGame/Characters/Character.cs

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using Godot;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.Items;
using SupaLidlGame.Utils;
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namespace SupaLidlGame.Characters
{
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public partial class Character : CharacterBody2D, IFaction
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{
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[Export]
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public float Speed { get; protected set; } = 32.0f;
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[Export]
public float Friction { get; protected set; } = 4.0f;
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[Export]
public float Mass
{
get => _mass;
set
{
if (value > 0)
_mass = value;
}
}
protected float _mass = 1.0f;
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public float JumpVelocity { get; protected set; } = -400.0f;
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public float AccelerationMagnitude { get; protected set; } = 256.0f;
public Vector2 Acceleration => Direction * AccelerationMagnitude;
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public Vector2 NetImpulse { get; set; } = Vector2.Zero;
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public Vector2 Direction { get; set; } = Vector2.Zero;
public Vector2 Target { get; set; } = Vector2.Zero;
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[Export]
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public float Health
{
get => _health;
set
{
if (!IsAlive && value < 0)
{
return;
}
_health = value;
GD.Print(_health);
if (_health <= 0)
{
Die();
}
}
}
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public bool IsAlive => Health > 0;
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protected float _health = 100f;
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public double StunTime { get; set; }
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[Export]
public AnimatedSprite2D Sprite { get; set; }
[Export]
public Inventory Inventory { get; set; }
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[Export]
public State.Machine StateMachine { get; set; }
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[Export]
public ushort Faction { get; set; }
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public override void _Process(double delta)
{
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if (StateMachine != null)
{
StateMachine.Process(delta);
}
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Sprite.FlipH = Target.x < 0;
DrawTarget();
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}
public override void _Input(InputEvent @event)
{
if (StateMachine != null)
{
StateMachine.Input(@event);
}
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}
public override void _PhysicsProcess(double delta)
{
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if (StateMachine != null)
{
StateMachine.PhysicsProcess(delta);
}
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}
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/// <summary>
/// Modify the <c>Character</c>'s velocity
/// </summary>
public virtual void ModifyVelocity()
{
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if (StunTime > 0)
{
Velocity *= 0.25f;
}
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}
public virtual void Die()
{
GD.Print("lol died");
QueueFree();
}
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public void ApplyImpulse(Vector2 impulse, bool resetVelocity = false)
{
// delta p = F delta t
if (resetVelocity)
Velocity = Vector2.Zero;
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NetImpulse += impulse / Mass;
}
public virtual void Stun(float time)
{
StunTime += time;
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}
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protected void DrawTarget()
{
Vector2 target = Target;
float angle = Mathf.Atan2(target.y, Mathf.Abs(target.x));
Vector2 scale = Inventory.Scale;
if (target.x < 0)
{
scale.y = -1;
angle = Mathf.Pi - angle;
}
else
{
scale.y = 1;
}
Inventory.Scale = scale;
Inventory.Rotation = angle;
}
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public void UseCurrentItem()
{
if (StunTime > 0)
{
GD.Print("tried to use weapon but stunned");
return;
}
if (Inventory.SelectedItem is Weapon weapon)
{
weapon.Use();
}
}
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public void _on_hurtbox_received_damage(float damage,
Character inflictor,
float knockback,
Vector2 knockbackOrigin = default,
Vector2 knockbackVector = default)
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{
Health -= damage;
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var textScene = GD.Load<PackedScene>("res://UI/FloatingText.tscn");
var instance = textScene.Instantiate<UI.FloatingText>();
instance.Text = Mathf.Round(damage).ToString();
instance.GlobalPosition = GlobalPosition;
this.GetAncestor<TileMap>().AddChild(instance);
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Vector2 knockbackDir = knockbackVector;
if (knockbackDir == default)
{
if (knockbackOrigin == default)
{
knockbackOrigin = inflictor.GlobalPosition;
}
knockbackDir = knockbackOrigin.DirectionTo(GlobalPosition);
}
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var player = GetNode<AnimationPlayer>("FlashAnimation");
if (player != null)
{
player.Stop();
player.Play("Hurt");
}
ApplyImpulse(knockbackDir.Normalized() * knockback);
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}
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}
}