using Godot; using SupaLidlGame.Extensions; using SupaLidlGame.Items; using SupaLidlGame.Utils; namespace SupaLidlGame.Characters { public partial class Character : CharacterBody2D, IFaction { [Export] public float Speed { get; protected set; } = 32.0f; [Export] public float Friction { get; protected set; } = 4.0f; [Export] public float Mass { get => _mass; set { if (value > 0) _mass = value; } } protected float _mass = 1.0f; public float JumpVelocity { get; protected set; } = -400.0f; public float AccelerationMagnitude { get; protected set; } = 256.0f; public Vector2 Acceleration => Direction * AccelerationMagnitude; public Vector2 NetImpulse { get; set; } = Vector2.Zero; public Vector2 Direction { get; set; } = Vector2.Zero; public Vector2 Target { get; set; } = Vector2.Zero; [Export] public float Health { get => _health; set { if (!IsAlive && value < 0) { return; } _health = value; GD.Print(_health); if (_health <= 0) { Die(); } } } public bool IsAlive => Health > 0; protected float _health = 100f; public double StunTime { get; set; } [Export] public AnimatedSprite2D Sprite { get; set; } [Export] public Inventory Inventory { get; set; } [Export] public State.Machine StateMachine { get; set; } [Export] public ushort Faction { get; set; } public override void _Process(double delta) { if (StateMachine != null) { StateMachine.Process(delta); } Sprite.FlipH = Target.X < 0; DrawTarget(); } public override void _Input(InputEvent @event) { if (StateMachine != null) { StateMachine.Input(@event); } } public override void _PhysicsProcess(double delta) { if (StateMachine != null) { StateMachine.PhysicsProcess(delta); } } /// /// Modify the Character's velocity /// public virtual void ModifyVelocity() { if (StunTime > 0) { Velocity *= 0.25f; } } 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; } public virtual void Stun(float time) { StunTime += time; } 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; } public void UseCurrentItem() { if (StunTime > 0) { GD.Print("tried to use weapon but stunned"); return; } if (Inventory.SelectedItem is Weapon weapon) { weapon.Use(); } } public virtual void _on_hurtbox_received_damage( float damage, Character inflictor, float knockback, Vector2 knockbackOrigin = default, Vector2 knockbackVector = default) { Health -= damage; // create damage text var textScene = GD.Load("res://UI/FloatingText.tscn"); var instance = textScene.Instantiate(); instance.Text = Mathf.Round(damage).ToString(); instance.GlobalPosition = GlobalPosition; this.GetAncestor().AddChild(instance); // apply knockback Vector2 knockbackDir = knockbackVector; if (knockbackDir == default) { if (knockbackOrigin == default) { knockbackOrigin = inflictor.GlobalPosition; } knockbackDir = knockbackOrigin.DirectionTo(GlobalPosition); } ApplyImpulse(knockbackDir.Normalized() * knockback); // play damage animation var anim = GetNode("FlashAnimation"); if (anim != null) { anim.Stop(); anim.Play("Hurt"); } // 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) { sound.Play(); } } } }