2022-11-10 20:29:53 -08:00
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using Godot;
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2022-11-25 11:59:55 -08:00
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using SupaLidlGame.Utils;
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2022-11-10 20:29:53 -08:00
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namespace SupaLidlGame.Characters
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{
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2022-11-13 15:42:04 -08:00
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public partial class Player : Character
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{
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2022-11-19 21:21:12 -08:00
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private AnimatedSprite2D _sprite;
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private string _spriteAnim;
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2022-11-25 11:59:55 -08:00
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[Export]
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public PlayerCamera Camera { get; set; }
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2022-11-19 21:21:12 -08:00
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public string Animation
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{
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get => _sprite.Animation;
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set
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{
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// the Player.Animation property might be set before this node is
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// even ready, so if _sprite is null, then we just hold the new
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// animation in a temp value, which will be assigned once this
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// node is ready
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if (_sprite is null)
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{
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_spriteAnim = value;
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return;
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}
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2023-03-19 13:54:48 -07:00
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_sprite.Play(value);
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2022-11-19 21:21:12 -08:00
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}
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}
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2022-11-13 15:42:04 -08:00
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public override void _Ready()
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{
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2022-11-19 21:21:12 -08:00
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_sprite = GetNode<AnimatedSprite2D>("Sprite");
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if (_spriteAnim != default)
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{
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_sprite.Animation = _spriteAnim;
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}
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}
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public override void ModifyVelocity()
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{
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if (StateMachine.State is State.PlayerRollState)
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{
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Velocity *= 2;
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}
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2022-11-10 20:29:53 -08:00
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2022-11-25 09:11:46 -08:00
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base.ModifyVelocity();
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}
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public override void Stun(float time)
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{
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base.Stun(time);
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2023-03-19 23:36:36 -07:00
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Camera.Shake(2, 0.8f);
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2022-11-25 09:11:46 -08:00
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// TODO: implement visual effects for stun
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}
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public override void Die()
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{
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2022-12-04 20:12:34 -08:00
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GD.Print("died");
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//base.Die();
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}
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2023-03-26 21:11:38 -07:00
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public bool IsUsingAnyWeapon()
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{
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bool checkItem(Items.Item item)
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{
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if (item is Items.Weapon weapon)
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{
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return weapon.IsUsing;
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}
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return false;
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}
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return checkItem(Inventory.PrimaryItem) ||
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checkItem(Inventory.OffhandItem);
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}
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2022-11-13 15:42:04 -08:00
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}
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2022-11-10 20:29:53 -08:00
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}
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