104 lines
2.4 KiB
C#
104 lines
2.4 KiB
C#
using CodingLand.Scripts.Logic;
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using Godot;
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namespace CodingLand.Scripts;
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public partial class Player : CharacterBody2D
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{
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private int _currentPlayerId = 1;
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[Export] public float MaxSpeed = 400f;
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[Export] public float Acceleration = 500f;
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[Export] public float Deceleration = 500f;
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[Export] public float RotationSpeed = 5f;
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[Export] public int Reach = 5;
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[Export] public Camera2D PlayerCamera;
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[Export] public PlayerInput PlayerInput;
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[Export] public float PlayerDashAcceleration = 2f;
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[Export]
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public int PlayerId
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{
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get => _currentPlayerId;
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set
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{
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_currentPlayerId = value;
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PlayerInput.SetMultiplayerAuthority(value);
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}
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}
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public void SetPlayerId(int id)
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{
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PlayerId = id;
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PlayerInput.SetMultiplayerAuthority(id);
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}
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private TilesManager _tilesMgr;
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public override void _Ready()
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{
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if (PlayerId == Multiplayer.GetUniqueId())
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PlayerCamera.Enabled = true;
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_tilesMgr = GetNode<TilesManager>("../Tiles");
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}
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public override void _Process(double delta)
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{
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var vec = GetGlobalMousePosition();
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if (PlayerInput.BuildingAt == Vector2.Zero) return;
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var distance = Position.DistanceTo(vec);
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if (distance <= Reach * _tilesMgr.TileSize)
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{
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// Able to build
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Rpc(nameof(AddTile), vec);
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}
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PlayerInput.BuildingAt = Vector2.Zero;
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}
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public override void _PhysicsProcess(double delta)
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{
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var input = PlayerInput.MovementDirection;
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if (input != Vector2.Zero)
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{
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input = input.Normalized();
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Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
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var finalRotation = input.Angle() + Mathf.Pi / 2;
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Rotation = Mathf.LerpAngle(Rotation, finalRotation, RotationSpeed * (float)delta);
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}
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else
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{
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Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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}
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var dashCountdown = GetNode<Timer>("DashCountdown");
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if (PlayerInput.IsDashing && dashCountdown.IsStopped())
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{
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PlayerInput.IsDashing = false;
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Velocity *= PlayerDashAcceleration;
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dashCountdown.Start();
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}
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Position += Velocity * (float)delta;
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MoveAndSlide();
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}
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[Rpc(mode: MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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public void AddTile(Vector2 pos)
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{
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if (_tilesMgr.GetTileByPosition<Node2D>(pos) != null) return;
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var tileVec = new Vector2(_tilesMgr.TileSize, _tilesMgr.TileSize);
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var blueprint = GD.Load<PackedScene>("res://Scenes/Tiles/Brick.tscn");
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var instance = blueprint.Instantiate<Node2D>();
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instance.Position = pos.Snapped(tileVec);
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_tilesMgr.AddChild(instance);
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}
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}
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