Refactor GameManager session state handling and add new components: CanBeLaunchedComponent, IceEffectComponent, JumpPadComponent, KillPlayerOutOfScreenComponent, KnockbackComponent, LifetimeComponent, MagneticSkillComponent, OutOfScreenComponent, PeriodicShootingComponent, PlayerDeathComponent, ProgressiveDamageComponent, ProjectileComponent, ProjectileInitComponent, RequirementComponent, ScoreComponent, ShipMovementComponent, ShipShooterComponent, and SideToSideMovementComponent
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37
scripts/components/ShipMovementComponent.cs
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37
scripts/components/ShipMovementComponent.cs
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using Godot;
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using Mr.BrickAdventures.scripts.interfaces;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class ShipMovementComponent : Node, IMovement
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{
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[Export] public float MaxSpeed { get; set; } = 200f;
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[Export] public float Acceleration { get; set; } = 100f;
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[Export] public float Friction { get; set; } = 50f;
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[Export] public CharacterBody2D Body { get; set; }
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public string MovementType { get; } = "ship";
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public bool Enabled { get; set; }
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public Vector2 PreviousVelocity { get; set; }
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private Vector2 _velocity = Vector2.Zero;
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public Vector2 Velocity => _velocity;
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public override void _PhysicsProcess(double delta)
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{
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if (Body == null || !Enabled) return;
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var inputVector = new Vector2(
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Input.GetActionStrength("right") - Input.GetActionStrength("left"),
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Input.GetActionStrength("down") - Input.GetActionStrength("up")
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).Normalized();
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_velocity = inputVector != Vector2.Zero ? _velocity.MoveToward(inputVector * MaxSpeed, Acceleration * (float)delta) : _velocity.MoveToward(Vector2.Zero, Friction * (float)delta);
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_velocity = _velocity.LimitLength(MaxSpeed);
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Body.Velocity = _velocity;
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PreviousVelocity = Body.Velocity;
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Body.MoveAndSlide();
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}
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}
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