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using Godot;

public partial class Player : CharacterBody2D
{
	[Export] public EntityStats BaseStats { get; set; }
	[Export] public PackedScene BulletScene { get; set; }
	
	// Create a reference for your Sprite
	private Sprite2D _sprite;
	private StatsComponent _stats;
	public override void _Ready()
	{
		_stats = GetNode<StatsComponent>("StatsComponent");
		_stats.Initialize(BaseStats);
		_sprite = GetNode<Sprite2D>("Sprite2D");
	}

	public override void _PhysicsProcess(double delta)
	{
		Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
		Velocity = direction * _stats.RuntimeStats.MoveSpeed;
		MoveAndSlide();
	}

	public override void _Process(double delta)
	{
		// Get the mouse position
		Vector2 mousePos = GetGlobalMousePosition();
		
		// If the mouse is to the left of the player, flip the sprite. 
		// If it's to the right, keep it un-flipped.
		_sprite.FlipH = mousePos.X < GlobalPosition.X;

		if (Input.IsActionJustPressed("shoot"))
		{
			Shoot();
		}
	}
	private void Shoot()
	{
		// Failsafe in case you forgot to assign the scene in the editor
		if (BulletScene == null) return;

		// Create an instance of the bullet
		Bullet bullet = (Bullet)BulletScene.Instantiate();
		
		// Spawn it at the player's current position
		bullet.GlobalPosition = GlobalPosition;

		// Calculate the direction from the player to the mouse
		Vector2 mousePos = GetGlobalMousePosition();
		bullet.Direction = GlobalPosition.DirectionTo(mousePos);
		
		// Rotate the bullet to face the direction it's traveling
		bullet.Rotation = bullet.Direction.Angle();

		// Add the bullet to the current scene tree so it actually exists in the game
		GetTree().Root.AddChild(bullet);
	}    
}