138 lines
5.0 KiB
C#
138 lines
5.0 KiB
C#
using System;
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using Godot;
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namespace AceFieldNewHorizon.Scripts.Entities;
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public partial class Player : CharacterBody2D
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{
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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 MinZoom = 0.5f;
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[Export] public float MaxZoom = 2.0f;
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[Export] public float BaseZoomSpeed = 0.1f;
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[Export] public float MaxZoomSpeed = 0.5f;
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[Export] public float ZoomAcceleration = 0.05f;
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[Export] public float ZoomDecay = 0.9f;
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[Export] public float ZoomSmoothing = 10.0f;
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private Camera2D _camera;
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private Vector2 _cameraTargetZoom = Vector2.One;
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private float _currentZoomSpeed;
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private int _lastZoomDirection;
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private double _lastZoomTime;
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public override void _Ready()
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{
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_camera = GetNode<Camera2D>("Camera2D");
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_cameraTargetZoom = _camera.Zoom;
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}
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public override void _Input(InputEvent @event)
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{
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// Handle mouse wheel zoom
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if (@event is InputEventMouseButton mouseEvent)
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{
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switch (mouseEvent.ButtonIndex)
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{
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case MouseButton.WheelDown when mouseEvent.Pressed:
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HandleZoomInput(1);
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break;
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case MouseButton.WheelUp when mouseEvent.Pressed:
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HandleZoomInput(-1);
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break;
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}
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}
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}
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private void HandleZoomInput(int direction)
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{
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var currentTime = Time.GetTicksMsec();
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// If same direction as last time, accelerate
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if (direction == _lastZoomDirection && (currentTime - _lastZoomTime) < 300)
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{
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_currentZoomSpeed = Mathf.Min(_currentZoomSpeed + ZoomAcceleration, MaxZoomSpeed);
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}
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else
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{
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_currentZoomSpeed = BaseZoomSpeed;
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}
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_lastZoomDirection = direction;
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_lastZoomTime = currentTime;
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// Apply zoom with current speed
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var zoomFactor = 1.0f + (_currentZoomSpeed * -direction);
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_cameraTargetZoom = _camera.Zoom * zoomFactor;
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// Clamp target zoom
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_cameraTargetZoom.X = Mathf.Clamp(_cameraTargetZoom.X, MinZoom, MaxZoom);
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_cameraTargetZoom.Y = Mathf.Clamp(_cameraTargetZoom.Y, MinZoom, MaxZoom);
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}
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public override void _Process(double delta)
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{
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// Get direction to mouse and calculate angle
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var mousePos = GetGlobalMousePosition();
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var direction = GlobalPosition.DirectionTo(mousePos);
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Rotation = direction.Angle();
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// Smoothly interpolate to target zoom
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var deltaF = (float)delta;
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_camera.Zoom = _camera.Zoom.Lerp(_cameraTargetZoom, ZoomSmoothing * deltaF);
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// Decay zoom speed when not zooming
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if ((Time.GetTicksMsec() - _lastZoomTime) > 300)
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{
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_currentZoomSpeed = Mathf.Max(_currentZoomSpeed * ZoomDecay, BaseZoomSpeed);
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}
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}
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public override void _PhysicsProcess(double delta)
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{
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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 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 parameters based on sprint state
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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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}
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} |