Files
AceField-New-Horizon/Scripts/Entities/Player.cs
2025-08-28 01:12:00 +08:00

138 lines
5.0 KiB
C#

using System;
using Godot;
namespace AceFieldNewHorizon.Scripts.Entities;
public partial class Player : CharacterBody2D
{
[Export] public float MaxSpeed = 400.0f;
[Export] public float SprintMultiplier = 1.8f; // 80% faster when sprinting
[Export] public float Acceleration = 1500.0f;
[Export] public float SprintAcceleration = 1800.0f; // Slightly faster acceleration when sprinting
[Export] public float Deceleration = 1200.0f;
[Export] public float RotationSpeed = 3.0f;
[Export] public float MinZoom = 0.5f;
[Export] public float MaxZoom = 2.0f;
[Export] public float BaseZoomSpeed = 0.1f;
[Export] public float MaxZoomSpeed = 0.5f;
[Export] public float ZoomAcceleration = 0.05f;
[Export] public float ZoomDecay = 0.9f;
[Export] public float ZoomSmoothing = 10.0f;
private Camera2D _camera;
private Vector2 _cameraTargetZoom = Vector2.One;
private float _currentZoomSpeed;
private int _lastZoomDirection;
private double _lastZoomTime;
public override void _Ready()
{
_camera = GetNode<Camera2D>("Camera2D");
_cameraTargetZoom = _camera.Zoom;
}
public override void _Input(InputEvent @event)
{
// Handle mouse wheel zoom
if (@event is InputEventMouseButton mouseEvent)
{
switch (mouseEvent.ButtonIndex)
{
case MouseButton.WheelDown when mouseEvent.Pressed:
HandleZoomInput(1);
break;
case MouseButton.WheelUp when mouseEvent.Pressed:
HandleZoomInput(-1);
break;
}
}
}
private void HandleZoomInput(int direction)
{
var currentTime = Time.GetTicksMsec();
// If same direction as last time, accelerate
if (direction == _lastZoomDirection && (currentTime - _lastZoomTime) < 300)
{
_currentZoomSpeed = Mathf.Min(_currentZoomSpeed + ZoomAcceleration, MaxZoomSpeed);
}
else
{
_currentZoomSpeed = BaseZoomSpeed;
}
_lastZoomDirection = direction;
_lastZoomTime = currentTime;
// Apply zoom with current speed
var zoomFactor = 1.0f + (_currentZoomSpeed * -direction);
_cameraTargetZoom = _camera.Zoom * zoomFactor;
// Clamp target zoom
_cameraTargetZoom.X = Mathf.Clamp(_cameraTargetZoom.X, MinZoom, MaxZoom);
_cameraTargetZoom.Y = Mathf.Clamp(_cameraTargetZoom.Y, MinZoom, MaxZoom);
}
public override void _Process(double delta)
{
// Get direction to mouse and calculate angle
var mousePos = GetGlobalMousePosition();
var direction = GlobalPosition.DirectionTo(mousePos);
Rotation = direction.Angle();
// Smoothly interpolate to target zoom
var deltaF = (float)delta;
_camera.Zoom = _camera.Zoom.Lerp(_cameraTargetZoom, ZoomSmoothing * deltaF);
// Decay zoom speed when not zooming
if ((Time.GetTicksMsec() - _lastZoomTime) > 300)
{
_currentZoomSpeed = Mathf.Max(_currentZoomSpeed * ZoomDecay, BaseZoomSpeed);
}
}
public override void _PhysicsProcess(double delta)
{
// Get movement input
var moveForward = Input.GetActionStrength("move_up") - Input.GetActionStrength("move_down");
var moveHorizontal = Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left");
var isSprinting = Input.IsActionPressed("move_sprint");
// Calculate movement parameters based on sprint state
var currentMaxSpeed = isSprinting ? MaxSpeed * SprintMultiplier : MaxSpeed;
var currentAcceleration = isSprinting ? SprintAcceleration : Acceleration;
// Calculate desired movement direction
var forwardVector = Vector2.Right.Rotated(Rotation);
var rightVector = new Vector2(-forwardVector.Y, forwardVector.X);
// Calculate target velocity based on input
var targetVelocity = (forwardVector * moveForward + rightVector * moveHorizontal).Normalized() * currentMaxSpeed;
// Apply acceleration or deceleration
var currentSpeed = Velocity.Length();
var isAccelerating = targetVelocity != Vector2.Zero;
if (isAccelerating)
{
// Accelerate towards target velocity
Velocity = Velocity.MoveToward(targetVelocity, (float)(currentAcceleration * delta));
}
else
{
// Apply deceleration when no input
if (currentSpeed > 0)
{
var decelAmount = (float)(Deceleration * delta);
if (currentSpeed <= decelAmount)
Velocity = Vector2.Zero;
else
Velocity = Velocity.Normalized() * (currentSpeed - decelAmount);
}
}
// Apply the movement
MoveAndSlide();
}
}