Add stuff

This commit is contained in:
2023-09-03 00:43:27 -07:00
parent 23443546b2
commit a15973a621
6 changed files with 113 additions and 10 deletions

View File

@@ -21,7 +21,6 @@ public partial class MainMenu : Node2D
private void OnStartButtonPressed()
{
_player.Play("FirstLevel");
var main = GetTree().Root.GetNode<Main>("/root/Main");
Hide();
_player.AnimationFinished += OnAnimationFinished;
}

81
Scripts/Player2.cs Normal file
View File

@@ -0,0 +1,81 @@
using Godot;
using System;
public partial class Player2 : CharacterBody3D
{
[Export]
private float _speed = 5.0f;
[Export]
private PackedScene _fireProjectile;
[Export]
private PackedScene _altFireProjectile;
public bool CanShoot { get; private set; }
public override void _Ready()
{
CanShoot = true;
}
public override void _PhysicsProcess(double delta)
{
Velocity = CalculateCharacterMovement(delta);
MoveAndSlide();
}
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed("exit"))
GetTree().Quit();
if (Input.IsActionJustPressed("p2_fire") && CanShoot)
Fire();
if (Input.IsActionJustPressed("p2_altfire") && CanShoot)
AltFire();
}
private Vector3 CalculateCharacterMovement(double delta)
{
var velocity = Velocity;
var inputDir = Input.GetVector("p2_left", "p2_right", "p2_up", "p2_down");
var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.X = direction.X * _speed;
velocity.Z = direction.Z * _speed;
GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
}
return velocity;
}
private async void Fire()
{
var projectile = _fireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 1f, -1f);
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
private async void AltFire()
{
var projectile = _altFireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 1f, -1f);
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
private void OnHit(Node3D node)
{
QueueFree();
}
}