Name & Health bar

This commit is contained in:
LittleSheep 2024-08-08 12:42:48 +08:00
parent 0f9192a5f8
commit 58caef0014
4 changed files with 134 additions and 110 deletions

View File

@ -5,16 +5,10 @@
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<component name="ChangeListManager"> <component name="ChangeListManager">
<list default="true" id="c7bd02c7-bbb4-431f-81ca-d2f8b7b09b37" name="Changes" comment=""> <list default="true" id="c7bd02c7-bbb4-431f-81ca-d2f8b7b09b37" name="Changes" comment="">
<change afterPath="$PROJECT_DIR$/Scenes/Bullet.tscn" afterDir="false" />
<change afterPath="$PROJECT_DIR$/Scripts/Bullet.cs" afterDir="false" />
<change afterPath="$PROJECT_DIR$/Scripts/Effects/CameraShake.cs" afterDir="false" />
<change afterPath="$PROJECT_DIR$/Sprites/Projectiles.png" afterDir="false" />
<change afterPath="$PROJECT_DIR$/Sprites/Projectiles.png.import" afterDir="false" />
<change beforePath="$PROJECT_DIR$/.idea/.idea.CodingLand/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.CodingLand/.idea/workspace.xml" afterDir="false" /> <change beforePath="$PROJECT_DIR$/.idea/.idea.CodingLand/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.CodingLand/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Scenes/Player.tscn" beforeDir="false" afterPath="$PROJECT_DIR$/Scenes/Player.tscn" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Scenes/Player.tscn" beforeDir="false" afterPath="$PROJECT_DIR$/Scenes/Player.tscn" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Scripts/Logic/PlayerInput.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Scripts/Logic/PlayerInput.cs" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Scripts/Effects/CameraShake.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Scripts/Effects/CameraShake.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Scripts/Player.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Scripts/Player.cs" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Scripts/Player.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Scripts/Player.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/project.godot" beforeDir="false" afterPath="$PROJECT_DIR$/project.godot" afterDir="false" />
</list> </list>
<option name="SHOW_DIALOG" value="false" /> <option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" /> <option name="HIGHLIGHT_CONFLICTS" value="true" />
@ -116,7 +110,7 @@
<workItem from="1722846222698" duration="9239000" /> <workItem from="1722846222698" duration="9239000" />
<workItem from="1722855558149" duration="11578000" /> <workItem from="1722855558149" duration="11578000" />
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<workItem from="1723040934916" duration="6034000" /> <workItem from="1723040934916" duration="7673000" />
</task> </task>
<task id="LOCAL-00001" summary=":sparkles: Usable multiplayer"> <task id="LOCAL-00001" summary=":sparkles: Usable multiplayer">
<option name="closed" value="true" /> <option name="closed" value="true" />

View File

@ -33,11 +33,38 @@ PlayerCamera = NodePath("Camera2D")
PlayerInput = NodePath("InputSynchronizer") PlayerInput = NodePath("InputSynchronizer")
BulletScene = ExtResource("2_nmop0") BulletScene = ExtResource("2_nmop0")
[node name="Sprite2D" type="Sprite2D" parent="."] [node name="HUD" type="VBoxContainer" parent="."]
offset_left = -70.0
offset_top = -80.0
offset_right = 70.0
offset_bottom = -20.0
theme_override_constants/separation = 6
alignment = 1
[node name="NameTag" type="Label" parent="HUD"]
layout_mode = 2
text = "Player"
horizontal_alignment = 1
vertical_alignment = 1
clip_text = true
[node name="HealthBar" type="ProgressBar" parent="HUD"]
layout_mode = 2
rounded = true
allow_greater = true
allow_lesser = true
show_percentage = false
[node name="RotationCentre" type="Node2D" parent="."]
[node name="Sprite2D" type="Sprite2D" parent="RotationCentre"]
position = Vector2(2.08165e-12, 2.08165e-12) position = Vector2(2.08165e-12, 2.08165e-12)
scale = Vector2(0.04, 0.04) scale = Vector2(0.04, 0.04)
texture = ExtResource("1_cqpqa") texture = ExtResource("1_cqpqa")
[node name="Muzzle" type="Marker2D" parent="RotationCentre"]
position = Vector2(2.08165e-12, -20)
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_68yf8") shape = SubResource("CircleShape2D_68yf8")
@ -49,9 +76,6 @@ rotation_smoothing_enabled = true
script = ExtResource("4_fwngj") script = ExtResource("4_fwngj")
Noise = SubResource("FastNoiseLite_cfnx7") Noise = SubResource("FastNoiseLite_cfnx7")
[node name="Muzzle" type="Marker2D" parent="."]
position = Vector2(2.08165e-12, -20)
[node name="DashCountdown" type="Timer" parent="."] [node name="DashCountdown" type="Timer" parent="."]
one_shot = true one_shot = true

View File

@ -50,9 +50,4 @@ public partial class CameraShake : Camera2D
{ {
_trauma = Mathf.Min(_trauma + amount, 1.0f); _trauma = Mathf.Min(_trauma + amount, 1.0f);
} }
public void SetTrauma(float amount)
{
_trauma = Mathf.Min(amount, 1.0f);
}
} }

View File

@ -6,113 +6,124 @@ namespace AceField.Scripts;
public partial class Player : CharacterBody2D public partial class Player : CharacterBody2D
{ {
private int _currentPlayerId = 1; private int _currentPlayerId = 1;
[Export] public float MaxSpeed = 400f; [Export] public float MaxSpeed = 400f;
[Export] public float Acceleration = 500f; [Export] public float Acceleration = 500f;
[Export] public float Deceleration = 500f; [Export] public float Deceleration = 500f;
[Export] public float RotationSpeed = 5f; [Export] public float RotationSpeed = 5f;
[Export] public int Reach = 5; [Export] public int Reach = 5;
[Export] public double Health = 100; [Export] public double Health = 100;
[Export] public double MaxHealth = 100; [Export] public double MaxHealth = 100;
[Export] public double ActionPoints = 20; [Export] public double ActionPoints = 20;
[Export] public double MaxActionPoints = 20; [Export] public double MaxActionPoints = 20;
[Export] public Camera2D PlayerCamera; [Export] public Camera2D PlayerCamera;
[Export] public PlayerInput PlayerInput; [Export] public PlayerInput PlayerInput;
[Export] public float PlayerDashAcceleration = 2f; [Export] public float PlayerDashAcceleration = 2f;
[Export] public PackedScene BulletScene; [Export] public PackedScene BulletScene;
[Export] [Export] public string PlayerName;
public int PlayerId
{
get => _currentPlayerId;
set
{
_currentPlayerId = value;
PlayerInput.SetMultiplayerAuthority(value);
}
}
public void SetPlayerId(int id) [Export]
{ public int PlayerId
PlayerId = id; {
PlayerInput.SetMultiplayerAuthority(id); get => _currentPlayerId;
} set
{
public override void _Ready() _currentPlayerId = value;
{ PlayerInput.SetMultiplayerAuthority(value);
Health = MaxHealth; }
ActionPoints = MaxActionPoints; }
if (PlayerId == Multiplayer.GetUniqueId())
PlayerCamera.Enabled = true;
}
public override void _Process(double delta) public void SetPlayerId(int id)
{ {
if (PlayerInput.IsShooting) PlayerId = id;
{ PlayerInput.SetMultiplayerAuthority(id);
Rpc(nameof(Shoot)); }
PlayerInput.IsShooting = false;
}
}
public override void _PhysicsProcess(double delta) public override void _Ready()
{ {
var input = PlayerInput.MovementDirection; Health = MaxHealth;
ActionPoints = MaxActionPoints;
if (input != Vector2.Zero) if (PlayerId == Multiplayer.GetUniqueId())
{ PlayerCamera.Enabled = true;
input = input.Normalized();
Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
var finalRotation = input.Angle() + Mathf.Pi / 2; PlayerName = $"Player#{PlayerId}"; // TODO Remove mock data
Rotation = Mathf.LerpAngle(Rotation, finalRotation, RotationSpeed * (float)delta); GetNode<Label>("HUD/NameTag").Text = PlayerName;
}
else
{
Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
}
var dashCountdown = GetNode<Timer>("DashCountdown"); GetNode<ProgressBar>("HUD/HealthBar").Value = Health / MaxHealth * 100;
if (PlayerInput.IsDashing && dashCountdown.IsStopped()) }
{
PlayerInput.IsDashing = false;
Velocity *= PlayerDashAcceleration;
dashCountdown.Start();
}
Position += Velocity * (float)delta; public override void _Process(double delta)
MoveAndSlide(); {
} if (PlayerInput.IsShooting)
{
Rpc(nameof(Shoot));
PlayerInput.IsShooting = false;
}
}
public void TakeDamage(double damage) public override void _PhysicsProcess(double delta)
{ {
Rpc(nameof(GotDamage), damage); var input = PlayerInput.MovementDirection;
}
[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)] if (input != Vector2.Zero)
private void GotDamage(double damage) {
{ input = input.Normalized();
Health -= damage; Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
var shakableCamera = GetNode<CameraShake>("Camera2D");
shakableCamera.AddTrauma(0.5f);
}
[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)] var centre = GetNode<Node2D>("RotationCentre");
private void Shoot() var finalRotation = input.Angle() + Mathf.Pi / 2;
{ centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
var marker = GetNode<Marker2D>("Muzzle"); }
var projectile = BulletScene.Instantiate<Bullet>(); else
projectile.Transform = marker.GlobalTransform; {
projectile.PlayerId = PlayerId; Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
}
GetParent().AddChild(projectile);
} var dashCountdown = GetNode<Timer>("DashCountdown");
} if (PlayerInput.IsDashing && dashCountdown.IsStopped())
{
PlayerInput.IsDashing = false;
Velocity *= PlayerDashAcceleration;
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)
{
Health -= damage;
var bar = GetNode<ProgressBar>("HUD/HealthBar");
bar.Value = Health / MaxHealth * 100;
var shakableCamera = GetNode<CameraShake>("Camera2D");
shakableCamera.AddTrauma(0.5f);
}
[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
private void Shoot()
{
var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
var projectile = BulletScene.Instantiate<Bullet>();
projectile.Transform = marker.GlobalTransform;
projectile.PlayerId = PlayerId;
GetParent().AddChild(projectile);
}
}