Files
GameJam2023/Player/Capricorn/CapricornP2Controls.cs
2023-09-06 03:49:16 -07:00

149 lines
3.9 KiB
C#

using Godot;
public partial class CapricornP2Controls : P2Controls
{
private AnimatedSprite3D _sprite;
public override void _Ready()
{
_sprite = GetNode<AnimatedSprite3D>("Pivot/Sprite");
CanShoot = true;
_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
}
[Export]
private PackedScene _fireProjectile;
[Export]
private PackedScene _altFireProjectile;
[Export]
private float _speed = 3.0f;
public bool IsShooting = false;
private GameManager _gameManager;
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;
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
}
if (IsShooting)
AttackSprite(direction);
else
WalkSprite(direction);
if (!IsShooting && direction.IsEqualApprox(Vector3.Zero))
{
_sprite.Play("WalkForward");
_sprite.Stop();
}
return velocity;
}
private void WalkSprite(Vector3 direction)
{
var roundedDirection = direction.Round();
if (roundedDirection == Vector3.Right)
{
_sprite.Play("WalkSide");
_sprite.FlipH = false;
}
if (roundedDirection == Vector3.Left)
{
_sprite.Play("WalkSide");
_sprite.FlipH = true;
}
if (roundedDirection == Vector3.Forward)
_sprite.Play("WalkForward");
if (roundedDirection == Vector3.Back)
_sprite.Play("WalkBack");
}
private async void Fire()
{
IsShooting = true;
var projectile = _fireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 1f, 0f);
projectile.ParentCharacter = this;
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(2.0f), "timeout");
CanShoot = true;
IsShooting = false;
}
private async void AltFire()
{
IsShooting = true;
var projectile = _altFireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 1f, 0f);
projectile.ParentCharacter = this;
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(2.0f), "timeout");
CanShoot = true;
IsShooting = false;
}
private void AttackSprite(Vector3 direction)
{
var roundedDirection = direction.Round();
if (roundedDirection == Vector3.Right)
{
_sprite.Play("AttackSide");
_sprite.FlipH = false;
}
if (roundedDirection == Vector3.Left)
{
_sprite.Play("AttackSide");
_sprite.FlipH = true;
}
if (roundedDirection == Vector3.Forward)
_sprite.Play("AttackForward");
if (roundedDirection == Vector3.Back)
_sprite.Play("AttackBack");
if (direction.IsEqualApprox(Vector3.Zero))
_sprite.Play("AttackForward");
}
public new void OnHit(Node3D node)
{
if (this != null)
_gameManager.CallDeferred(GameManager.MethodName.RemoveCharacter, this);
}
}