added a rotation system for player and improved camera movement

This commit is contained in:
2022-12-29 18:09:44 +01:00
parent 5407d65c28
commit 307ccf071f
2 changed files with 28 additions and 15 deletions

View File

@@ -5,14 +5,14 @@ public partial class player : CharacterBody2D
{
[Export] public string playerName;
[Export] public int speed = 200;
public float rayCastLength;
public Vector2 movement;
public AnimatedSprite2D animatedSprite;
public Marker2D rotCenter;
public override void _Ready()
{
rayCastLength = GetNode<RayCast2D>("ray_cast_2d").TargetPosition.y;
animatedSprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
animatedSprite = GetNode<AnimatedSprite2D>("animated_sprite_2d");
rotCenter = GetNode<Marker2D>("rotation_center");
}
public void ChangeProcess(bool process)
{
@@ -22,18 +22,17 @@ public partial class player : CharacterBody2D
public override void _PhysicsProcess(double delta)
{
movement = Input.GetVector("move_left", "move_right", "move_up", "move_down");
rotCenter.Rotation = movement.Angle();
MoveAndCollide(movement * speed * (float)delta);
}
public override void _Process(double delta)
{
//set ray_cast target position
RayCast2D rayCast = GetNode<RayCast2D>("ray_cast_2d");
Vector2 rayCastPosition = new Vector2((float)Math.Round(movement.x), (float)Math.Round(movement.y)) * rayCastLength;
if (rayCastPosition.Length() != 0) rayCast.TargetPosition = rayCastPosition;
//call event in raycasted object
/*if (Input.IsActionJustPressed("ui_accept") && rayCast.IsColliding())
rayCast.GetCollider().Call("OnInteraction", playerName);*/
//animation system (with controller support wcih cant get normalized vector)
//animation system (with controller support wich cant get normalized vector)
if (movement.Length() != 0)
animatedSprite.Play();
else