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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using SupaLidlGame.State.Character;
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namespace SupaLidlGame.Characters;
public partial class Character : CharacterBody2D, IFaction
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{
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[Export]
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
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{
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if (value > 0)
_mass = value;
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}
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}
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[Signal]
public delegate void HurtEventHandler(Events.HealthChangedArgs args);
[Signal]
public delegate void DeathEventHandler(Events.HealthChangedArgs args);
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protected float _mass = 1.0f;
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public Vector2 NetImpulse { get; set; } = Vector2.Zero;
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public Vector2 Direction { get; set; } = Vector2.Zero;
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public Vector2 Target { get; set; } = Vector2.Zero;
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[Export]
public float Health
{
get => _health;
set
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{
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if (!IsAlive && value < 0)
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{
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return;
}
_health = value;
if (_health <= 0)
{
Die();
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}
}
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}
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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; }
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[Export]
public Inventory Inventory { get; set; }
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[Export]
public CharacterStateMachine StateMachine { get; set; }
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[Export]
public BoundingBoxes.Hurtbox Hurtbox { get; set; }
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[Export]
public ushort Faction { get; set; }
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public override void _Ready()
{
Hurtbox.ReceivedDamage += OnReceivedDamage;
}
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public override void _Process(double delta)
{
if (StateMachine != null)
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{
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StateMachine.Process(delta);
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}
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Sprite.FlipH = Target.X < 0;
DrawTarget();
}
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public override void _Input(InputEvent @event)
{
if (StateMachine != null)
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{
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StateMachine.Input(@event);
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}
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}
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public override void _PhysicsProcess(double delta)
{
if (StateMachine != null)
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{
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StateMachine.PhysicsProcess(delta);
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}
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}
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/// <summary>
/// Modify the <c>Character</c>'s velocity
/// </summary>
public virtual void ModifyVelocity()
{
if (StunTime > 0)
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{
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Velocity *= 0.25f;
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}
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}
public virtual void Die()
{
GD.Print("lol died");
QueueFree();
}
public void ApplyImpulse(Vector2 impulse, bool resetVelocity = false)
{
// delta p = F delta t
if (resetVelocity)
Velocity = Vector2.Zero;
NetImpulse += impulse / Mass;
}
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public virtual void Stun(float time)
{
StunTime += time;
}
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protected virtual void DrawTarget()
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{
Vector2 target = Target;
float angle = Mathf.Atan2(target.Y, Mathf.Abs(target.X));
Vector2 scale = Inventory.Scale;
if (target.X < 0)
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{
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scale.Y = -1;
angle = Mathf.Pi - angle;
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}
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else
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{
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scale.Y = 1;
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}
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Inventory.Scale = scale;
Inventory.Rotation = angle;
}
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public void UseCurrentItem()
{
if (StunTime > 0)
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{
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GD.Print("tried to use weapon but stunned");
return;
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}
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if (Inventory.SelectedItem is Weapon weapon)
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{
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weapon.Use();
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}
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}
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public void LookTowardsDirection()
{
if (!Direction.IsZeroApprox())
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{
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Target = Direction;
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}
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}
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public virtual void OnReceivedDamage(
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float damage,
Character inflictor,
float knockback,
Vector2 knockbackOrigin = default,
Vector2 knockbackVector = default)
{
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float oldHealth = Health;
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Health -= damage;
// create damage text
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);
// apply knockback
Vector2 knockbackDir = knockbackVector;
if (knockbackDir == default)
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{
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if (knockbackOrigin == default)
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{
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knockbackOrigin = inflictor.GlobalPosition;
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}
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knockbackDir = knockbackOrigin.DirectionTo(GlobalPosition);
}
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ApplyImpulse(knockbackDir.Normalized() * knockback);
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GD.Print("lol");
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// play damage animation
var anim = GetNode<AnimationPlayer>("FlashAnimation");
if (anim != null)
{
anim.Stop();
anim.Play("Hurt");
}
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// if anyone involved is a player, shake their screen
Player plr = inflictor as Player ?? this as Player;
if (plr is not null)
{
plr.Camera.Shake(1, 0.4f);
}
if (this.GetNode("HurtSound") is AudioStreamPlayer2D sound)
{
// very small pitch deviation
sound.At(GlobalPosition).WithPitchDeviation(0.125f).Play();
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}
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Events.HealthChangedArgs args = new Events.HealthChangedArgs
{
Attacker = inflictor,
OldHealth = oldHealth,
NewHealth = Health,
Damage = damage,
};
EmitSignal(SignalName.Hurt, args);
if (Health <= 0)
{
EmitSignal(SignalName.Death, args);
}
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}
}