using Godot; using Mr.BrickAdventures.scripts.interfaces; namespace Mr.BrickAdventures.scripts.components; public partial class ShipMovementComponent : Node, IMovement { [Export] public float MaxSpeed { get; set; } = 200f; [Export] public float Acceleration { get; set; } = 100f; [Export] public float Friction { get; set; } = 50f; [Export] public CharacterBody2D Body { get; set; } public string MovementType { get; } = "ship"; public bool Enabled { get; set; } public Vector2 PreviousVelocity { get; set; } private Vector2 _velocity = Vector2.Zero; public Vector2 Velocity => _velocity; public Vector2 LastDirection => _velocity.Normalized(); public override void _PhysicsProcess(double delta) { if (Body == null || !Enabled) return; var inputVector = new Vector2( Input.GetActionStrength("right") - Input.GetActionStrength("left"), Input.GetActionStrength("down") - Input.GetActionStrength("up") ).Normalized(); _velocity = inputVector != Vector2.Zero ? _velocity.MoveToward(inputVector * MaxSpeed, Acceleration * (float)delta) : _velocity.MoveToward(Vector2.Zero, Friction * (float)delta); _velocity = _velocity.LimitLength(MaxSpeed); Body.Velocity = _velocity; PreviousVelocity = Body.Velocity; Body.MoveAndSlide(); } }