Files
GameJam2023/Scripts/Player1.cs
2023-09-04 01:33:30 -07:00

102 lines
2.7 KiB
C#

using Godot;
public partial class Player1 : Character
{
[Export]
private float _speed = 5.0f;
[Export]
private PackedScene _fireProjectile;
[Export]
private PackedScene _altFireProjectile;
private GameManager _gameManager;
public bool CanShoot { get; private set; }
public override void _Ready()
{
CanShoot = true;
_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
_gameManager.SetP1GameOver(false);
}
public override void _PhysicsProcess(double delta)
{
if (!_gameManager.IsP1SelectingCharacter)
{
Velocity = CalculateCharacterMovement(delta);
MoveAndSlide();
}
}
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed("exit"))
GetTree().Quit();
if (!_gameManager.IsP1SelectingCharacter)
{
if (Input.IsActionJustPressed("p1_fire") && CanShoot)
Fire();
if (Input.IsActionJustPressed("p1_altfire") && CanShoot)
AltFire();
}
}
private Vector3 CalculateCharacterMovement(double delta)
{
var velocity = Velocity;
var inputDir = Input.GetVector("p1_left", "p1_right", "p1_up", "p1_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, 0f);
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, 0f);
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
private void HitDebug()
{
var node = new Node3D();
OnHit(node);
}
private void OnHit(Node3D node)
{
_gameManager.RemoveP1Character();
if (_gameManager._p1Characters.Count == 0)
{
GD.Print("Game over for P1");
_gameManager.SetP1GameOver(true);
}
}
}