✨ Player movement with sprints and optimzation
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@@ -5,7 +5,11 @@ namespace AceFieldNewHorizon.Scripts.Entities;
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public partial class Player : CharacterBody2D
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public partial class Player : CharacterBody2D
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{
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{
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[Export] public float Speed = 400.0f;
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[Export] public float MaxSpeed = 400.0f;
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[Export] public float SprintMultiplier = 1.8f; // 80% faster when sprinting
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[Export] public float Acceleration = 1500.0f;
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[Export] public float SprintAcceleration = 1800.0f; // Slightly faster acceleration when sprinting
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[Export] public float Deceleration = 1200.0f;
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[Export] public float RotationSpeed = 3.0f;
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[Export] public float RotationSpeed = 3.0f;
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public override void _Process(double delta)
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public override void _Process(double delta)
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@@ -20,10 +24,43 @@ public partial class Player : CharacterBody2D
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{
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{
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// Get movement input
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// Get movement input
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var moveForward = Input.GetActionStrength("move_up") - Input.GetActionStrength("move_down");
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var moveForward = Input.GetActionStrength("move_up") - Input.GetActionStrength("move_down");
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var moveHorizontal = Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left");
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var isSprinting = Input.IsActionPressed("move_sprint");
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// Calculate movement direction based on rotation
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// Calculate movement parameters based on sprint state
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Velocity = Vector2.Right.Rotated(Rotation) * moveForward * Speed;
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var currentMaxSpeed = isSprinting ? MaxSpeed * SprintMultiplier : MaxSpeed;
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var currentAcceleration = isSprinting ? SprintAcceleration : Acceleration;
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// Calculate desired movement direction
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var forwardVector = Vector2.Right.Rotated(Rotation);
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var rightVector = new Vector2(-forwardVector.Y, forwardVector.X);
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// Calculate target velocity based on input
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var targetVelocity = (forwardVector * moveForward + rightVector * moveHorizontal).Normalized() * currentMaxSpeed;
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// Apply acceleration or deceleration
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var currentSpeed = Velocity.Length();
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var isAccelerating = targetVelocity != Vector2.Zero;
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if (isAccelerating)
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{
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// Accelerate towards target velocity
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Velocity = Velocity.MoveToward(targetVelocity, (float)(currentAcceleration * delta));
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}
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else
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{
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// Apply deceleration when no input
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if (currentSpeed > 0)
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{
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var decelAmount = (float)(Deceleration * delta);
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if (currentSpeed <= decelAmount)
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Velocity = Vector2.Zero;
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else
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Velocity = Velocity.Normalized() * (currentSpeed - decelAmount);
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}
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}
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// Apply the movement
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MoveAndSlide();
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MoveAndSlide();
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}
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}
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}
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}
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