66 lines
2.5 KiB
C#
66 lines
2.5 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;
|
|
|
|
public override void _Process(double delta)
|
|
{
|
|
// Get direction to mouse and calculate angle
|
|
var mousePos = GetGlobalMousePosition();
|
|
var direction = GlobalPosition.DirectionTo(mousePos);
|
|
Rotation = direction.Angle();
|
|
}
|
|
|
|
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();
|
|
}
|
|
} |