Files
RPG-Test/src/scene-scripts/player.cs
2023-02-19 11:58:14 +01:00

72 lines
2.7 KiB
C#

using Godot;
using System;
using System.Text.RegularExpressions;
public partial class player : CharacterBody2D
{
[Export] public string playerName;
[Export] public int speed = 200;
public float speedMultiplier = 1;
public bool allowMovement = true;
public Vector2 movement;
public AnimatedSprite2D animatedSprite;
public Marker2D rotCenter;
public RayCast2D dialogRayCast;
public override void _Ready()
{
ClearPlayerName();
animatedSprite = GetNode<AnimatedSprite2D>("animated_sprite_2d");
rotCenter = GetNode<Marker2D>("rotation_center");
dialogRayCast = GetNode<RayCast2D>("rotation_center/ray_cast_2d");
}
public void ClearPlayerName()
{
playerName = Regex.Replace(playerName, @"\[[^]]+\]", "");
playerName = Regex.Replace(playerName, @"<[^>]*>", "");
if (playerName.Length > 12)
playerName = playerName.Substring(0, 12);
}
public override void _PhysicsProcess(double delta)
{
if (allowMovement) movement = Input.GetVector("move_left", "move_right", "move_up", "move_down");
else movement = Vector2.Zero;
if (movement.Length() != 0) rotCenter.Rotation = new Vector2((float)Math.Round(movement.X, 0), (float)Math.Round(movement.Y, 0)).Angle();
MoveAndCollide(movement * speed * speedMultiplier * (float)delta);
}
public override void _Process(double delta)
{
if (Input.IsActionJustPressed("ui_accept") && dialogRayCast.IsColliding() && allowMovement)
GetNode<dialog_bubble>("dialog_bubble").GetDialog(dialogRayCast.GetCollider().Get("file").AsString(), dialogRayCast.GetCollider().Get("title").AsString(),
(Area2D)dialogRayCast.GetCollider(), playerName, dialogRayCast.GetCollider().Get("introducedVillager").AsBool());
//animation system (with controller support wich cant get normalized vector)
if (allowMovement == false)
{
animatedSprite.Stop();
animatedSprite.Frame = 0;
}
if (movement.Length() != 0)
animatedSprite.Play();
else
{
animatedSprite.Frame = 0;
animatedSprite.Stop();
}
if (Math.Round(movement.X, 0) != 0)
{
animatedSprite.Animation = "move_side";
animatedSprite.FlipH = movement.X < 0.5;
animatedSprite.SpeedScale = Math.Abs(movement.X * speed / 150);
}
else if (Math.Round(movement.Y, 0) != 0)
{
if (movement.Y > 0.05) animatedSprite.Animation = "move_down";
if (movement.Y < 0.05) animatedSprite.Animation = "move_up";
animatedSprite.FlipH = false;
animatedSprite.SpeedScale = Math.Abs(movement.Y * speed / 150);
}
}
}