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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);
}
}
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