52 lines
1.2 KiB
C#
52 lines
1.2 KiB
C#
using Godot;
|
|
|
|
namespace CodingLand.Scripts;
|
|
|
|
public partial class Player : CharacterBody2D
|
|
{
|
|
[Export] public float MaxSpeed = 400f;
|
|
[Export] public float Acceleration = 500f;
|
|
[Export] public float Deceleration = 500f;
|
|
[Export] public float RotationSpeed = 5f;
|
|
|
|
[Export] public float CameraSmoothness = 0.05f;
|
|
|
|
[Export] public Camera2D PlayerCamera;
|
|
|
|
public override void _PhysicsProcess(double delta)
|
|
{
|
|
var input = Vector2.Zero;
|
|
|
|
if (Input.IsActionPressed("move_right"))
|
|
input.X += 1;
|
|
if (Input.IsActionPressed("move_left"))
|
|
input.X -= 1;
|
|
if (Input.IsActionPressed("move_down"))
|
|
input.Y += 1;
|
|
if (Input.IsActionPressed("move_up"))
|
|
input.Y -= 1;
|
|
|
|
input = input.Normalized();
|
|
|
|
if (input != Vector2.Zero)
|
|
{
|
|
Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
|
|
|
|
var finalRotation = input.Angle() + Mathf.Pi / 2;
|
|
Rotation = Mathf.LerpAngle(Rotation, finalRotation, RotationSpeed * (float)delta);
|
|
}
|
|
else
|
|
{
|
|
Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
|
|
}
|
|
|
|
Position += Velocity * (float)delta;
|
|
MoveAndSlide();
|
|
|
|
if (PlayerCamera != null)
|
|
{
|
|
PlayerCamera.Position = GlobalPosition;
|
|
}
|
|
}
|
|
}
|