255 lines
6.3 KiB
C#
255 lines
6.3 KiB
C#
using Godot;
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using GodotUtilities;
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using SupaLidlGame.Utils;
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using SupaLidlGame.BoundingBoxes;
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using SupaLidlGame.Extensions;
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namespace SupaLidlGame.Characters;
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[Scene]
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public sealed partial class Player : Character
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{
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private string _spriteAnim;
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private Vector2 _desiredTarget;
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private Node2D _effects;
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private Node2D _characterEffects;
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[Node]
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private TargetTracer _targetTracer;
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public Vector2 DesiredTarget
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{
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get => _desiredTarget;
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set
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{
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if (value.IsZeroApprox())
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{
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return;
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}
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_desiredTarget = value;
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}
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}
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[Export]
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public PlayerCamera Camera { get; set; }
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[Export]
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public Marker2D DirectionMarker { get; private set; }
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[Export]
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public AnimationTree AnimationTree { get; private set; }
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[Export]
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public new PlayerStats Stats { get; private set; }
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public InteractionRay InteractionRay { get; private set; }
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public override void _Ready()
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{
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InteractionRay = GetNode<InteractionRay>("Direction2D/InteractionRay");
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_effects = GetNode<Node2D>("%Effects");
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_characterEffects = GetNode<Node2D>("%CharacterEffects");
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_targetTracer = GetNode<TargetTracer>("%TargetTracer");
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base._Ready();
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Stats = base.Stats as PlayerStats;
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Inventory.UsedItem += (Items.Item item) =>
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{
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if (item is Items.Weapons.Sword)
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{
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AttackAnimation.Play("sword");
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}
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};
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HealthChanged += (args) =>
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{
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var signal = Events.EventBus.SignalName.PlayerHealthChanged;
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this.GetEventBus().EmitSignal(signal, args);
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};
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//GD.Print("Inventory: " + Inventory.Items);
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//Inventory.AddItemToHotbar(Inventory.Items[0]);
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Inventory.SelectedIndex = 0;
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}
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public override void _Process(double delta)
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{
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base._Process(delta);
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float angle = DesiredTarget.Angle();
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if (Inventory.IsUsingItem)
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{
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_targetTracer.Intensity = 1;
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}
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else
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{
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// must turn > pi / 4 radians per second to increase intensity
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float deltaTheta = Mathf.Abs(_targetTracer.Rotation - angle);
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_targetTracer.Intensity = Mathf.Min(_targetTracer.Intensity +
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deltaTheta, 1);
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_targetTracer.Intensity = Mathf.Max(_targetTracer.Intensity -
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Mathf.Pi / 4 * (float)delta, 0);
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}
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_targetTracer.Rotation = angle;
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}
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public override void _Input(InputEvent @event)
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{
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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 _UnhandledInput(InputEvent @event)
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{
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if (StateMachine != null)
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{
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StateMachine.UnhandledInput(@event);
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}
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}
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/// <summary>
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/// Respawns the player with full health and plays spawn animation
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/// </summary>
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public void Spawn()
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{
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Health = 100;
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HurtAnimation.Play("spawn");
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}
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public override void ModifyVelocity()
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{
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base.ModifyVelocity();
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}
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public override void Stun(double time)
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{
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base.Stun(time);
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Camera.Shake(2, 0.8f);
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// TODO: implement visual effects for stun
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}
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protected override void OnReceivedDamage(
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float damage,
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Character inflictor,
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float knockback,
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Items.Weapon weapon = null,
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Vector2 knockbackDir = default)
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{
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if (StateMachine.CurrentState is State.Character.PlayerRollState)
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{
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// dodge dots:
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// melee:
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float dot = Direction.Dot(knockbackDir);
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GD.Print(dot);
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if (weapon is Items.Weapons.Sword)
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{
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// if melee weapon then check if dot is away
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GD.Print("sword");
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if (dot > Utils.Physics.COS_30_DEG)
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{
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// ignore hit
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GD.Print("ignore hit");
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return;
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}
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}
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}
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if (damage >= 10 && IsAlive)
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{
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Camera.Shake(2, 0.5f);
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}
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GetNode<GpuParticles2D>("Effects/HurtParticles")
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.SetDirection(knockbackDir);
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Events.EventBus.Instance.EmitSignal(
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Events.EventBus.SignalName.PlayerHurt,
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new Events.HurtArgs { Attacker = inflictor, Weapon = weapon }
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);
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base.OnReceivedDamage(damage,
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inflictor,
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knockback,
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weapon,
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knockbackDir);
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}
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public override void Die()
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{
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HurtAnimation.Play("death");
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}
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protected override void DrawTarget()
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{
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base.DrawTarget();
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DirectionMarker.GlobalRotation = DesiredTarget.Angle();
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if (Target.X < 0)
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{
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_characterEffects.Scale = new Vector2(-1, 1);
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}
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else if (Target.X > 0)
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{
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_characterEffects.Scale = new Vector2(1, 1);
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}
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}
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public override void Footstep()
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{
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GetNode<AudioStreamPlayer2D>("Effects/Footstep")
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.OnWorld()
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.WithPitchDeviation(0.125f)
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.Play();
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}
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public override void UseCurrentItemAlt()
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{
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// must have at least 1 level to use
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if (Stats.Level.Value >= 1)
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{
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if (Inventory.SelectedItem is Items.Weapon weapon)
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{
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if (!weapon.IsUsingAlt)
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{
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Stats.Level.Value--;
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}
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}
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base.UseCurrentItemAlt();
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}
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}
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public Vector2 GetDesiredInputFromInput()
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{
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Vector2 mousePos = GetGlobalMousePosition();
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Vector2 dirToMouse = GlobalPosition.DirectionTo(mousePos);
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Vector2 joystick = Godot.Input.GetVector("look_left", "look_right",
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"look_up", "look_down");
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var inputMethod = Utils.World.Instance.GlobalState
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.Settings.InputMethod;
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switch (inputMethod)
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{
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case State.Global.InputMethod.Joystick:
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GD.Print(joystick);
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if (joystick.IsZeroApprox())
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{
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return Direction;
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}
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return joystick;
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default:
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return dirToMouse;
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}
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}
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}
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