Play test animation

This commit is contained in:
2025-12-03 22:29:24 -08:00
parent 3c369f79f7
commit 34742d568e
3 changed files with 201 additions and 192 deletions

View File

@@ -40,6 +40,8 @@ public interface IPlayer : IKillable, ICharacterBody3D
public IEquipmentComponent EquipmentComponent { get; } public IEquipmentComponent EquipmentComponent { get; }
public void PlayTestAnimation();
public event Action PlayerDied; public event Action PlayerDied;
public delegate InventoryItem RerollItem(InventoryItem item); public delegate InventoryItem RerollItem(InventoryItem item);
} }

View File

@@ -402,6 +402,7 @@ public partial class Game : Node3D, IGame
private void EnactEffectItemEffects(EffectItem effectItem) private void EnactEffectItemEffects(EffectItem effectItem)
{ {
_player.PlayTestAnimation();
switch (effectItem.UsableItemTag) switch (effectItem.UsableItemTag)
{ {
case UsableItemTag.TeleportAllEnemiesToRoom: case UsableItemTag.TeleportAllEnemiesToRoom:
@@ -450,6 +451,7 @@ public partial class Game : Node3D, IGame
private void EnactThrowableItemEffects(ThrowableItem throwableItem) private void EnactThrowableItemEffects(ThrowableItem throwableItem)
{ {
_player.PlayTestAnimation();
switch (throwableItem.ThrowableItemTag) switch (throwableItem.ThrowableItemTag)
{ {
case ThrowableItemTag.DoubleExp: case ThrowableItemTag.DoubleExp:

View File

@@ -107,182 +107,187 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
public void Initialize() public void Initialize()
{ {
var container = new SimpleInjector.Container(); var container = new SimpleInjector.Container();
container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton); container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
PlayerLogic = container.GetInstance<IPlayerLogic>(); PlayerLogic = container.GetInstance<IPlayerLogic>();
PlayerLogic.Set(this as IPlayer); PlayerLogic.Set(this as IPlayer);
PlayerLogic.Set(Settings); PlayerLogic.Set(Settings);
Inventory = new Inventory(); Inventory = new Inventory();
HealthComponent = new HealthComponent(InitialHP); HealthComponent = new HealthComponent(InitialHP);
VTComponent = new VTComponent(InitialVT); VTComponent = new VTComponent(InitialVT);
AttackComponent = new AttackComponent(InitialAttack); AttackComponent = new AttackComponent(InitialAttack);
DefenseComponent = new DefenseComponent(InitialDefense); DefenseComponent = new DefenseComponent(InitialDefense);
ExperiencePointsComponent = new ExperiencePointsComponent(); ExperiencePointsComponent = new ExperiencePointsComponent();
LuckComponent = new LuckComponent(InitialLuck); LuckComponent = new LuckComponent(InitialLuck);
EquipmentComponent = new EquipmentComponent(); EquipmentComponent = new EquipmentComponent();
_itemReroller = new ItemReroller(ItemDatabase.Instance); _itemReroller = new ItemReroller(ItemDatabase.Instance);
Settings = new PlayerLogic.Settings() { RotationSpeed = RotationSpeed, MoveSpeed = MoveSpeed, Acceleration = Acceleration }; Settings = new PlayerLogic.Settings() { RotationSpeed = RotationSpeed, MoveSpeed = MoveSpeed, Acceleration = Acceleration };
PlayerBinding = PlayerLogic.Bind(); PlayerBinding = PlayerLogic.Bind();
PlayerBinding PlayerBinding
.Handle((in PlayerLogic.Output.ThrowItem output) => .Handle((in PlayerLogic.Output.ThrowItem output) =>
{ {
}) })
.Handle((in PlayerLogic.Output.Move output) => .Handle((in PlayerLogic.Output.Move output) =>
{ {
Move(output.delta); Move(output.delta);
}); });
PlayerLogic.Start(); PlayerLogic.Start();
this.Provide(); this.Provide();
} }
public void ResetPlayerData() public void ResetPlayerData()
{ {
foreach (var item in Inventory.Items) foreach (var item in Inventory.Items)
Inventory.Remove(item); Inventory.Remove(item);
HealthComponent.Reset(); HealthComponent.Reset();
VTComponent.Reset(); VTComponent.Reset();
AttackComponent.Reset(); AttackComponent.Reset();
DefenseComponent.Reset(); DefenseComponent.Reset();
ExperiencePointsComponent.Reset(); ExperiencePointsComponent.Reset();
LuckComponent.Reset(); LuckComponent.Reset();
EquipmentComponent.Reset(); EquipmentComponent.Reset();
HealthTimer.Timeout += OnHealthTimerTimeout; HealthTimer.Timeout += OnHealthTimerTimeout;
} }
#region Initialization #region Initialization
public void OnReady() public void OnReady()
{ {
Hitbox.AreaEntered += Hitbox_AreaEntered; Hitbox.AreaEntered += Hitbox_AreaEntered;
CollisionDetector.AreaEntered += CollisionDetector_AreaEntered; CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
HealthComponent.HealthReachedZero += Die; HealthComponent.HealthReachedZero += Die;
HealthTimer.WaitTime = _healthTimerWaitTime; HealthTimer.WaitTime = _healthTimerWaitTime;
SetProcessInput(false); SetProcessInput(false);
SetPhysicsProcess(false); SetPhysicsProcess(false);
} }
#endregion #endregion
public void Activate() public void Activate()
{ {
SetProcessInput(true); SetProcessInput(true);
SetPhysicsProcess(true); SetPhysicsProcess(true);
SetHealthTimerStatus(HealthTimerIsActive); SetHealthTimerStatus(HealthTimerIsActive);
} }
public void Deactivate() public void Deactivate()
{ {
Velocity = Vector3.Zero; Velocity = Vector3.Zero;
SetProcessInput(false); SetProcessInput(false);
SetPhysicsProcess(false); SetPhysicsProcess(false);
SetHealthTimerStatus(false); SetHealthTimerStatus(false);
} }
private void SetHealthTimerStatus(bool isActive) private void SetHealthTimerStatus(bool isActive)
{ {
if (isActive) if (isActive)
HealthTimer.Start(); HealthTimer.Start();
else else
HealthTimer.Stop(); HealthTimer.Stop();
} }
public void TeleportPlayer(Transform3D newTransform) public void TeleportPlayer(Transform3D newTransform)
{ {
Transform = newTransform; Transform = newTransform;
} }
public void TakeDamage(AttackData damage) public void TakeDamage(AttackData damage)
{ {
_camera3D.AddShake(1.0f); _camera3D.AddShake(1.0f);
TakeDamageAnimationPlayer.Play("take_damage"); TakeDamageAnimationPlayer.Play("take_damage");
var damageReceived = DamageCalculator.CalculateDamage(damage, DefenseComponent.CurrentDefense.Value + EquipmentComponent.BonusDefense, EquipmentComponent.ElementalResistance); var damageReceived = DamageCalculator.CalculateDamage(damage, DefenseComponent.CurrentDefense.Value + EquipmentComponent.BonusDefense, EquipmentComponent.ElementalResistance);
HealthComponent.Damage(damageReceived); HealthComponent.Damage(damageReceived);
SfxDatabase.Instance.Play(SoundEffect.TakeDamage); SfxDatabase.Instance.Play(SoundEffect.TakeDamage);
} }
public void Knockback(float impulse) public void Knockback(float impulse)
{ {
_knockbackStrength = impulse; _knockbackStrength = impulse;
_knockbackDirection = GlobalBasis.Z.Normalized(); _knockbackDirection = GlobalBasis.Z.Normalized();
} }
public void LevelUp() public void LevelUp()
{ {
var rng = new RandomNumberGenerator(); var rng = new RandomNumberGenerator();
rng.Randomize(); rng.Randomize();
var hpIncrease = rng.RandiRange(3, 6); var hpIncrease = rng.RandiRange(3, 6);
HealthComponent.RaiseMaximumHP(hpIncrease); HealthComponent.RaiseMaximumHP(hpIncrease);
ExperiencePointsComponent.LevelUp(); ExperiencePointsComponent.LevelUp();
} }
public void Die() public void Die()
{ {
PlayerFXAnimations.Play("death"); PlayerFXAnimations.Play("death");
HealthTimer.WaitTime = _healthTimerWaitTime; HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout -= OnHealthTimerTimeout; HealthTimer.Timeout -= OnHealthTimerTimeout;
SetProcessInput(false); SetProcessInput(false);
SetPhysicsProcess(false); SetPhysicsProcess(false);
PlayerDied?.Invoke(); PlayerDied?.Invoke();
} }
public override void _Input(InputEvent @event) public override void _Input(InputEvent @event)
{ {
if (@event.IsActionPressed(GameInputs.Attack)) if (@event.IsActionPressed(GameInputs.Attack))
Attack(); Attack();
if (@event.IsActionPressed(GameInputs.Sprint)) if (@event.IsActionPressed(GameInputs.Sprint))
Settings.MoveSpeed *= 2; Settings.MoveSpeed *= 2;
if (@event.IsActionReleased(GameInputs.Sprint)) if (@event.IsActionReleased(GameInputs.Sprint))
Settings.MoveSpeed /= 2; Settings.MoveSpeed /= 2;
}
public void PlayTestAnimation()
{
PlayerFXAnimations.Play("test_animation");
} }
public void OnPhysicsProcess(double delta) public void OnPhysicsProcess(double delta)
{ {
PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta)); PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta));
PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform)); PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform));
} }
public void Equip(EquipableItem equipable) public void Equip(EquipableItem equipable)
{ {
if (equipable.ItemTag == ItemTag.MysteryItem) if (equipable.ItemTag == ItemTag.MysteryItem)
{ {
var rerolledItem = _itemReroller.RerollItem(equipable, Inventory); var rerolledItem = _itemReroller.RerollItem(equipable, Inventory);
Equip(rerolledItem); Equip(rerolledItem);
return; return;
} }
HealthComponent.RaiseMaximumHP(equipable.BonusHP, false); HealthComponent.RaiseMaximumHP(equipable.BonusHP, false);
VTComponent.RaiseMaximumVT(equipable.BonusVT, false); VTComponent.RaiseMaximumVT(equipable.BonusVT, false);
EquipmentComponent.Equip(equipable); EquipmentComponent.Equip(equipable);
} }
public void Unequip(EquipableItem equipable) public void Unequip(EquipableItem equipable)
{ {
HealthComponent.SetMaximumHealth(HealthComponent.MaximumHP.Value - equipable.BonusHP); HealthComponent.SetMaximumHealth(HealthComponent.MaximumHP.Value - equipable.BonusHP);
VTComponent.SetMaximumVT(VTComponent.MaximumVT.Value - equipable.BonusVT); VTComponent.SetMaximumVT(VTComponent.MaximumVT.Value - equipable.BonusVT);
EquipmentComponent.Unequip(equipable); EquipmentComponent.Unequip(equipable);
} }
private static Vector3 GlobalInputVector private static Vector3 GlobalInputVector
{ {
get get
{ {
var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown); var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
var input = new Vector3 var input = new Vector3
{ {
X = rawInput.X, X = rawInput.X,
Z = rawInput.Y Z = rawInput.Y
}; };
return input with { Y = 0f }; return input with { Y = 0f };
} }
} }
private static float LeftStrafeInputVector => Input.GetActionStrength(GameInputs.StrafeLeft); private static float LeftStrafeInputVector => Input.GetActionStrength(GameInputs.StrafeLeft);
@@ -291,143 +296,143 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
private void Attack() private void Attack()
{ {
if (PlayerIsHittingGeometry()) if (PlayerIsHittingGeometry())
AnimationPlayer.Play("hit_wall"); AnimationPlayer.Play("hit_wall");
else if (!AnimationPlayer.IsPlaying()) else if (!AnimationPlayer.IsPlaying())
PlayAttackAnimation(); PlayAttackAnimation();
} }
private void ThrowItem() private void ThrowItem()
{ {
var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn"); var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn");
var throwItem = itemScene.Instantiate<ThrowableItem>(); var throwItem = itemScene.Instantiate<ThrowableItem>();
GetTree().Root.AddChildEx(throwItem); GetTree().Root.AddChildEx(throwItem);
throwItem.GlobalPosition = CurrentPosition + new Vector3(0, 3.5f, 0); throwItem.GlobalPosition = CurrentPosition + new Vector3(0, 3.5f, 0);
throwItem.GlobalRotation = GlobalRotation; throwItem.GlobalRotation = GlobalRotation;
} }
private void PlayAttackAnimation() private void PlayAttackAnimation()
{ {
SfxDatabase.Instance.Play(((Weapon)EquipmentComponent.EquippedWeapon.Value).SoundEffect); SfxDatabase.Instance.Play(((Weapon)EquipmentComponent.EquippedWeapon.Value).SoundEffect);
var attackSpeed = ((Weapon)EquipmentComponent.EquippedWeapon.Value).AttackSpeed; var attackSpeed = ((Weapon)EquipmentComponent.EquippedWeapon.Value).AttackSpeed;
AnimationPlayer.SetSpeedScale((float)attackSpeed); AnimationPlayer.SetSpeedScale((float)attackSpeed);
AnimationPlayer.Play("attack"); AnimationPlayer.Play("attack");
} }
private void OnExitTree() private void OnExitTree()
{ {
PlayerLogic.Stop(); PlayerLogic.Stop();
PlayerBinding.Dispose(); PlayerBinding.Dispose();
Hitbox.AreaEntered -= Hitbox_AreaEntered; Hitbox.AreaEntered -= Hitbox_AreaEntered;
CollisionDetector.AreaEntered -= CollisionDetector_AreaEntered; CollisionDetector.AreaEntered -= CollisionDetector_AreaEntered;
HealthComponent.HealthReachedZero -= Die; HealthComponent.HealthReachedZero -= Die;
HealthTimer.Timeout -= OnHealthTimerTimeout; HealthTimer.Timeout -= OnHealthTimerTimeout;
} }
private void Move(float delta) private void Move(float delta)
{ {
var rawInput = GlobalInputVector; var rawInput = GlobalInputVector;
var strafeLeftInput = LeftStrafeInputVector; var strafeLeftInput = LeftStrafeInputVector;
var strafeRightInput = RightStrafeInputVector; var strafeRightInput = RightStrafeInputVector;
var transform = Transform; var transform = Transform;
transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis; transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis;
var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized(); var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized();
var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration; var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration;
_knockbackStrength *= 0.9f; _knockbackStrength *= 0.9f;
Transform = Transform with { Basis = transform.Basis }; Transform = Transform with { Basis = transform.Basis };
Velocity = velocity + (_knockbackDirection * _knockbackStrength); Velocity = velocity + (_knockbackDirection * _knockbackStrength);
if (!WalkSFX.Playing && !Velocity.IsZeroApprox()) if (!WalkSFX.Playing && !Velocity.IsZeroApprox())
WalkSFX.Play(); WalkSFX.Play();
else if (Velocity.IsZeroApprox()) else if (Velocity.IsZeroApprox())
WalkSFX.Stop(); WalkSFX.Stop();
MoveAndSlide(); MoveAndSlide();
} }
private void OnPlayerPositionUpdated(Vector3 globalPosition) => GlobalPosition = globalPosition; private void OnPlayerPositionUpdated(Vector3 globalPosition) => GlobalPosition = globalPosition;
private void OnHealthTimerTimeout() private void OnHealthTimerTimeout()
{ {
if (VTComponent.CurrentVT.Value > 0) if (VTComponent.CurrentVT.Value > 0)
{ {
if (((Accessory)EquipmentComponent.EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption) if (((Accessory)EquipmentComponent.EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption)
reduceOnTick = !reduceOnTick; reduceOnTick = !reduceOnTick;
HealthComponent.Heal(1); HealthComponent.Heal(1);
if (reduceOnTick) if (reduceOnTick)
VTComponent.Reduce(1); VTComponent.Reduce(1);
} }
else else
HealthComponent.Damage(1); HealthComponent.Damage(1);
} }
private void Hitbox_AreaEntered(Area3D area) private void Hitbox_AreaEntered(Area3D area)
{ {
var target = area.GetOwner(); var target = area.GetOwner();
if (target is IEnemy enemy) if (target is IEnemy enemy)
HitEnemy(enemy); HitEnemy(enemy);
} }
private void HitEnemy(IEnemy enemy) private void HitEnemy(IEnemy enemy)
{ {
var ignoreElementalResistance = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponTag == WeaponTag.IgnoreAffinity; var ignoreElementalResistance = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponTag == WeaponTag.IgnoreAffinity;
var ignoreDefense = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponTag == WeaponTag.IgnoreDefense; var ignoreDefense = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponTag == WeaponTag.IgnoreDefense;
var isCriticalHit = BattleExtensions.IsCriticalHit(LuckComponent.Luck.Value + EquipmentComponent.BonusLuck); var isCriticalHit = BattleExtensions.IsCriticalHit(LuckComponent.Luck.Value + EquipmentComponent.BonusLuck);
var totalDamage = AttackComponent.CurrentAttack.Value + EquipmentComponent.BonusAttack; var totalDamage = AttackComponent.CurrentAttack.Value + EquipmentComponent.BonusAttack;
var element = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponElement; var element = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponElement;
if (isCriticalHit) if (isCriticalHit)
{ {
totalDamage += (int)(totalDamage * 0.5f); totalDamage += (int)(totalDamage * 0.5f);
SfxDatabase.Instance.Play(SoundEffect.Crit); SfxDatabase.Instance.Play(SoundEffect.Crit);
} }
var baseAttack = new AttackData(totalDamage, element, ignoreDefense, ignoreElementalResistance); var baseAttack = new AttackData(totalDamage, element, ignoreDefense, ignoreElementalResistance);
var damageDealt = DamageCalculator.CalculateDamage(baseAttack, enemy.DefenseComponent.CurrentDefense.Value, ElementalResistanceSet.None); var damageDealt = DamageCalculator.CalculateDamage(baseAttack, enemy.DefenseComponent.CurrentDefense.Value, ElementalResistanceSet.None);
enemy.HealthComponent.Damage(damageDealt); enemy.HealthComponent.Damage(damageDealt);
if (((Weapon)EquipmentComponent.EquippedWeapon.Value).WeaponTag == WeaponTag.Knockback && enemy is IKnockbackable knockbackable) if (((Weapon)EquipmentComponent.EquippedWeapon.Value).WeaponTag == WeaponTag.Knockback && enemy is IKnockbackable knockbackable)
knockbackable.Knockback(0.3f, -CurrentBasis.Z.Normalized()); knockbackable.Knockback(0.3f, -CurrentBasis.Z.Normalized());
if (((Weapon)EquipmentComponent.EquippedWeapon.Value).WeaponTag == WeaponTag.SelfDamage) if (((Weapon)EquipmentComponent.EquippedWeapon.Value).WeaponTag == WeaponTag.SelfDamage)
HealthComponent.Damage(5); HealthComponent.Damage(5);
} }
private void CollisionDetector_AreaEntered(Area3D area) private void CollisionDetector_AreaEntered(Area3D area)
{ {
if (area.GetParent() is InventoryItem inventoryItem) if (area.GetParent() is InventoryItem inventoryItem)
{ {
var isAdded = Inventory.PickUpItem(inventoryItem); var isAdded = Inventory.PickUpItem(inventoryItem);
if (isAdded) if (isAdded)
inventoryItem.QueueFree(); inventoryItem.QueueFree();
} }
if (area.GetParent() is DroppedItem droppedItem) if (area.GetParent() is DroppedItem droppedItem)
{ {
var isAdded = Inventory.PickUpItem(droppedItem.Item); var isAdded = Inventory.PickUpItem(droppedItem.Item);
if (isAdded) if (isAdded)
droppedItem.QueueFree(); droppedItem.QueueFree();
} }
if (area.GetParent() is ThrownItem thrownItem) if (area.GetParent() is ThrownItem thrownItem)
{ {
var isAdded = Inventory.PickUpItem(thrownItem.ItemThatIsThrown); var isAdded = Inventory.PickUpItem(thrownItem.ItemThatIsThrown);
if (isAdded) if (isAdded)
thrownItem.QueueFree(); thrownItem.QueueFree();
} }
if (area.GetParent() is Restorative restorative) if (area.GetParent() is Restorative restorative)
{ {
restorative.QueueFree(); restorative.QueueFree();
} }
} }
private bool PlayerIsHittingGeometry() private bool PlayerIsHittingGeometry()
{ {
var collisions = WallCheck.GetCollidingBodies(); var collisions = WallCheck.GetCollidingBodies();
return collisions.Count > 0; return collisions.Count > 0;
} }
private void WallCheck_BodyEntered(Node body) private void WallCheck_BodyEntered(Node body)
{ {
GD.Print("Hit wall"); GD.Print("Hit wall");
AnimationPlayer.Stop(); AnimationPlayer.Stop();
} }
} }