simple dynamic crosshair

This commit is contained in:
Morph01
2024-08-25 18:25:22 +02:00
parent 5c6f82c5d7
commit 68d3cec08a
8 changed files with 152 additions and 5 deletions

59
src/Crosshair.cpp Normal file
View File

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#include "Crosshair.h"
using namespace godot;
namespace blitz {
void Crosshair::_bind_methods() {}
Crosshair::Crosshair() :
m_DotRadius(1.0f),
m_DotColor(Color(1, 1, 1, 1)),
m_CrosshairSpeed(0.25f),
m_CrosshairDistance(2.0f),
m_Origin(Vector3(0, 0, 0)),
m_Pos(Vector2(0, 0)) {}
Crosshair::~Crosshair() {}
void Crosshair::_ready() {
m_Player = Object::cast_to<FirstPersonPlayer>(get_parent()->get_parent()->get_parent()->find_child("FirstPersonPlayer"));
DEV_ASSERT(m_Player);
m_CrosshairLines = {Object::cast_to<Line2D>(find_child("Top")), Object::cast_to<Line2D>(find_child("Right")),
Object::cast_to<Line2D>(find_child("Bottom")), Object::cast_to<Line2D>(find_child("Left"))};
for (size_t i = 0; i < m_CrosshairLines.size(); i++) {
DEV_ASSERT(m_CrosshairLines[i]);
}
queue_redraw();
}
void Crosshair::_process(float a_Delta) {
adjust_crosshair_lines();
}
void Crosshair::_draw() {
draw_circle(Vector2(0, 0), m_DotRadius, m_DotColor);
}
void Crosshair::adjust_crosshair_lines() {
Vector3 vel = m_Player->get_real_velocity();
float speed = m_Origin.distance_to(vel);
m_CrosshairLines[0]->set_position(
m_CrosshairLines[0]->get_position().lerp(m_Pos + Vector2(0, -speed * m_CrosshairDistance), m_CrosshairSpeed));
m_CrosshairLines[1]->set_position(
m_CrosshairLines[1]->get_position().lerp(m_Pos + Vector2(speed * m_CrosshairDistance, 0), m_CrosshairSpeed));
m_CrosshairLines[2]->set_position(
m_CrosshairLines[2]->get_position().lerp(m_Pos + Vector2(0, speed * m_CrosshairDistance), m_CrosshairSpeed));
m_CrosshairLines[3]->set_position(
m_CrosshairLines[3]->get_position().lerp(m_Pos + Vector2(-speed * m_CrosshairDistance, 0), m_CrosshairSpeed));
}
void Crosshair::set_dot_color(Color a_Color) {
m_DotColor = a_Color;
queue_redraw();
}
} // namespace blitz