AceField/Scripts/Player.cs

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3.7 KiB
C#
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using AceField.Scripts.Effects;
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using AceField.Scripts.Logic;
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using Godot;
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namespace AceField.Scripts;
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public partial class Player : CharacterBody2D
{
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private int _currentPlayerId = 1;
[Export] public float MaxSpeed = 400f;
[Export] public float Acceleration = 500f;
[Export] public float Deceleration = 500f;
[Export] public float RotationSpeed = 5f;
[Export] public int Reach = 5;
[Export] public double Health = 100;
[Export] public double MaxHealth = 100;
[Export] public double ActionPoints = 20;
[Export] public double MaxActionPoints = 20;
[Export] public double AmmoAmount = 30;
[Export] public double MaxAmmoAmount = 30;
[Export] public Camera2D PlayerCamera;
[Export] public PlayerInput PlayerInput;
[Export] public float PlayerDashAcceleration = 2f;
[Export] public PackedScene BulletScene;
[Export] public string PlayerName;
[Export]
public int PlayerId
{
get => _currentPlayerId;
set
{
_currentPlayerId = value;
PlayerInput.SetMultiplayerAuthority(value);
}
}
public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
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public bool IsReloading
=> !GetNode<Timer>("ReloadTimer").IsStopped();
public double TimeRemainingOfReload
=> GetNode<Timer>("ReloadTimer").TimeLeft;
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public override void _Ready()
{
Health = MaxHealth;
ActionPoints = MaxActionPoints;
if (PlayerId == Multiplayer.GetUniqueId())
PlayerCamera.Enabled = true;
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PlayerName ??= $"Player#{PlayerId}";
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GetNode<Label>("Overlay/NameTag").Text = PlayerName;
GetNode<ProgressBar>("Overlay/HealthBar").Value = Health / MaxHealth * 100;
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GetNode<Timer>("ReloadTimer").Timeout += () =>
{
AmmoAmount = MaxAmmoAmount;
PlayerInput.IsReloading = false;
};
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}
public override void _Process(double delta)
{
if (PlayerInput.IsShooting)
{
PlayerInput.IsShooting = false;
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Shoot();
}
if (PlayerInput.IsReloading)
{
var timer = GetNode<Timer>("ReloadTimer");
if (timer.IsStopped())
timer.Start();
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}
}
public override void _PhysicsProcess(double delta)
{
var input = PlayerInput.MovementDirection;
if (input != Vector2.Zero)
{
input = input.Normalized();
Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
var centre = GetNode<Node2D>("RotationCentre");
var finalRotation = input.Angle() + Mathf.Pi / 2;
centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
}
else
{
Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
}
var dashCountdown = GetNode<Timer>("DashCountdown");
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if (PlayerInput.IsDashing && dashCountdown.IsStopped() && ActionPoints > 0)
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{
PlayerInput.IsDashing = false;
Velocity *= PlayerDashAcceleration;
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ActionPoints--;
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dashCountdown.Start();
}
Position += Velocity * (float)delta;
MoveAndSlide();
}
public void TakeDamage(double damage)
{
Rpc(nameof(GotDamage), damage);
}
[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
private void GotDamage(double damage)
{
var protection = GetNode<Timer>("ProtectionCountdown");
if (protection.IsStopped())
{
Health -= damage;
var tween = CreateTween();
var bar = GetNode<ProgressBar>("Overlay/HealthBar");
tween.TweenProperty(bar, "value", Health / MaxHealth * 100, 0.3);
protection.Start();
}
var shakableCamera = GetNode<CameraShake>("Camera2D");
shakableCamera.AddTrauma(0.5f);
}
private void Shoot()
{
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if (AmmoAmount <= 0) return;
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var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
var projectile = BulletScene.Instantiate<Bullet>();
projectile.Transform = marker.GlobalTransform;
projectile.PlayerId = PlayerId;
GetParent().AddChild(projectile);
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AmmoAmount--;
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}
}