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2 Commits
e9b070ff35
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84b908ef51
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84b908ef51 | |||
c078204e60 |
@@ -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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@@ -23,12 +23,31 @@ public partial class PlacementManager : Node2D
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_ghostBuilding = null;
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_ghostBuilding = null;
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}
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}
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// Add this field to PlacementManager
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private float _currentRotation = 0f;
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// Add this method to handle rotation
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private void RotateGhost(bool reverse = false)
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{
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if (_ghostBuilding == null) return;
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if (reverse)
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_currentRotation = (_currentRotation - 90f) % 360f;
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else
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_currentRotation = (_currentRotation + 90f) % 360f;
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_ghostBuilding.RotationDegrees = _currentRotation;
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}
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public override void _Process(double delta)
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public override void _Process(double delta)
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{
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{
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// Snap mouse to grid
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// Snap mouse to grid
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var mousePos = GetGlobalMousePosition();
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var mousePos = GetGlobalMousePosition();
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_hoveredCell = GridUtils.WorldToGrid(mousePos);
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_hoveredCell = GridUtils.WorldToGrid(mousePos);
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if (Input.IsActionJustPressed("rotate_tile_reverse"))
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RotateGhost(reverse: true);
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else if (Input.IsActionJustPressed("rotate_tile"))
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RotateGhost();
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if (_ghostBuilding == null)
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if (_ghostBuilding == null)
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{
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{
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var scene = Registry.GetBuilding(_currentBuildingId)?.Scene;
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var scene = Registry.GetBuilding(_currentBuildingId)?.Scene;
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@@ -36,6 +55,7 @@ public partial class PlacementManager : Node2D
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_ghostBuilding = (BaseTile)scene.Instantiate();
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_ghostBuilding = (BaseTile)scene.Instantiate();
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_ghostBuilding.SetGhostMode(true);
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_ghostBuilding.SetGhostMode(true);
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_ghostBuilding.RotationDegrees = _currentRotation;
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AddChild(_ghostBuilding);
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AddChild(_ghostBuilding);
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}
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}
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@@ -58,6 +78,7 @@ public partial class PlacementManager : Node2D
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_ghostBuilding.Position = placementPos;
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_ghostBuilding.Position = placementPos;
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_ghostBuilding.SetGhostMode(canPlace);
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_ghostBuilding.SetGhostMode(canPlace);
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// Left click to place
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// Left click to place
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if (Input.IsActionPressed("build_tile") && canPlace)
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if (Input.IsActionPressed("build_tile") && canPlace)
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{
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{
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@@ -65,6 +86,7 @@ public partial class PlacementManager : Node2D
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if (scene == null) return;
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if (scene == null) return;
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_ghostBuilding.FinalizePlacement();
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_ghostBuilding.FinalizePlacement();
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_ghostBuilding.RotationDegrees = _currentRotation;
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var buildingData = Registry.GetBuilding(_currentBuildingId);
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var buildingData = Registry.GetBuilding(_currentBuildingId);
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Grid.OccupyCell(_hoveredCell, _ghostBuilding);
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Grid.OccupyCell(_hoveredCell, _ghostBuilding);
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@@ -74,6 +96,7 @@ public partial class PlacementManager : Node2D
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_ghostBuilding = (BaseTile)scene.Instantiate();
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_ghostBuilding = (BaseTile)scene.Instantiate();
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_ghostBuilding.SetGhostMode(true);
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_ghostBuilding.SetGhostMode(true);
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_ghostBuilding.RotationDegrees = _currentRotation;
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AddChild(_ghostBuilding);
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AddChild(_ghostBuilding);
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}
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}
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@@ -55,6 +55,21 @@ destroy_tile={
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(481, 42),"global_position":Vector2(500, 138),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null)
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(481, 42),"global_position":Vector2(500, 138),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null)
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]
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]
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}
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}
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rotate_tile={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":79,"key_label":0,"unicode":111,"location":0,"echo":false,"script":null)
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]
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}
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rotate_tile_reverse={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":79,"key_label":0,"unicode":79,"location":0,"echo":false,"script":null)
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]
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}
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move_sprint={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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[rendering]
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[rendering]
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