[gd_resource type="GradientTexture" load_steps=2 format=2] | |||||
[sub_resource type="Gradient" id=2] | |||||
offsets = PoolRealArray( 0, 0.311111, 0.496296, 0.62963, 1 ) | |||||
colors = PoolColorArray( 0.420845, 0.474609, 0, 1, 0.419535, 0.525651, 0, 1, 0.474609, 0.399068, 0.157585, 1, 0.418193, 0.577908, 0, 1, 0.416634, 0.638672, 0, 1 ) | |||||
[resource] | |||||
gradient = SubResource( 2 ) |
[gd_scene load_steps=8 format=2] | |||||
[gd_scene load_steps=7 format=2] | |||||
[ext_resource path="res://Data/Scripts/Controller.gd" type="Script" id=1] | [ext_resource path="res://Data/Scripts/Controller.gd" type="Script" id=1] | ||||
[ext_resource path="res://Data/Colors/GooGradient.tres" type="Texture" id=2] | |||||
[sub_resource type="CircleShape2D" id=1] | [sub_resource type="CircleShape2D" id=1] | ||||
[sub_resource type="Gradient" id=2] | |||||
offsets = PoolRealArray( 0, 0.311111, 0.496296, 0.62963, 1 ) | |||||
colors = PoolColorArray( 0.420845, 0.474609, 0, 1, 0.419535, 0.525651, 0, 1, 0.474609, 0.399068, 0.157585, 1, 0.418193, 0.577908, 0, 1, 0.416634, 0.638672, 0, 1 ) | |||||
[sub_resource type="GradientTexture" id=3] | |||||
gradient = SubResource( 2 ) | |||||
[sub_resource type="Curve" id=4] | [sub_resource type="Curve" id=4] | ||||
_data = [ Vector2( 0, 1 ), 0.0, 0.219234, 0, 0, Vector2( 1, 0.559091 ), -0.228985, 0.0, 0, 0 ] | _data = [ Vector2( 0, 1 ), 0.0, 0.219234, 0, 0, Vector2( 1, 0.559091 ), -0.228985, 0.0, 0, 0 ] | ||||
damping_random = 0.41 | damping_random = 0.41 | ||||
scale = 4.0 | scale = 4.0 | ||||
scale_curve = SubResource( 5 ) | scale_curve = SubResource( 5 ) | ||||
color_ramp = SubResource( 3 ) | |||||
color_ramp = ExtResource( 2 ) | |||||
[node name="Player" type="RigidBody2D"] | [node name="Player" type="RigidBody2D"] | ||||
collision_mask = 3 | |||||
contacts_reported = 1 | |||||
contact_monitor = true | |||||
script = ExtResource( 1 ) | script = ExtResource( 1 ) | ||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] | [node name="CollisionShape2D" type="CollisionShape2D" parent="."] | ||||
[node name="Particles" type="Particles2D" parent="."] | [node name="Particles" type="Particles2D" parent="."] | ||||
amount = 100 | amount = 100 | ||||
process_material = SubResource( 6 ) | process_material = SubResource( 6 ) | ||||
[node name="Joint" type="PinJoint2D" parent="."] | |||||
bias = 0.9 | |||||
softness = 0.1 | |||||
[node name="Camera" type="Camera2D" parent="."] | |||||
current = true | |||||
smoothing_enabled = true | |||||
[connection signal="body_entered" from="." to="." method="_on_Player_body_entered"] | |||||
[connection signal="body_exited" from="." to="." method="_on_Player_body_exited"] |
[node name="StaticBody2D" type="StaticBody2D" parent="Ground"] | [node name="StaticBody2D" type="StaticBody2D" parent="Ground"] | ||||
position = Vector2( 60.061, 218.684 ) | position = Vector2( 60.061, 218.684 ) | ||||
collision_layer = 2 | |||||
collision_mask = 5 | |||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D"] | [node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D"] | ||||
shape = SubResource( 1 ) | shape = SubResource( 1 ) | ||||
[node name="StaticBody2D2" type="StaticBody2D" parent="Ground"] | [node name="StaticBody2D2" type="StaticBody2D" parent="Ground"] | ||||
position = Vector2( 117.555, 225.357 ) | position = Vector2( 117.555, 225.357 ) | ||||
collision_layer = 2 | |||||
collision_mask = 5 | |||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D2"] | [node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D2"] | ||||
shape = SubResource( 1 ) | shape = SubResource( 1 ) | ||||
[node name="StaticBody2D3" type="StaticBody2D" parent="Ground"] | [node name="StaticBody2D3" type="StaticBody2D" parent="Ground"] | ||||
position = Vector2( 165.809, 209.444 ) | position = Vector2( 165.809, 209.444 ) | ||||
collision_layer = 2 | |||||
collision_mask = 5 | |||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D3"] | [node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D3"] | ||||
shape = SubResource( 1 ) | shape = SubResource( 1 ) | ||||
[node name="StaticBody2D4" type="StaticBody2D" parent="Ground"] | [node name="StaticBody2D4" type="StaticBody2D" parent="Ground"] | ||||
position = Vector2( 352.586, 167.485 ) | position = Vector2( 352.586, 167.485 ) | ||||
collision_layer = 2 | |||||
collision_mask = 5 | |||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D4"] | [node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D4"] | ||||
shape = SubResource( 1 ) | shape = SubResource( 1 ) | ||||
position = Vector2( 258.724, 168.376 ) | position = Vector2( 258.724, 168.376 ) | ||||
rotation = -0.303533 | rotation = -0.303533 | ||||
scale = Vector2( 2.16, 0.400001 ) | scale = Vector2( 2.16, 0.400001 ) | ||||
collision_layer = 2 | |||||
collision_mask = 5 | |||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D5"] | [node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D5"] | ||||
shape = SubResource( 1 ) | shape = SubResource( 1 ) |
export var max_tangential_accel = 32 | export var max_tangential_accel = 32 | ||||
export var max_travel_time = 2.0 | export var max_travel_time = 2.0 | ||||
export var push_force = 128 | export var push_force = 128 | ||||
export var collision_minor_speed_threshold = 16 | |||||
export var collision_major_speed_threshold = 56 | |||||
export var collision_timedt_threshold = 0.1 | |||||
var body_radius = 0 | var body_radius = 0 | ||||
var mouse_position = Vector2.ZERO | var mouse_position = Vector2.ZERO | ||||
var push = false | var push = false | ||||
var traveling = 0; | var traveling = 0; | ||||
var in_air = true | |||||
var air_time = 0 | |||||
# Called when the node enters the scene tree for the first time. | # Called when the node enters the scene tree for the first time. | ||||
func _ready(): | func _ready(): | ||||
func _input(event): | func _input(event): | ||||
if event is InputEventMouseMotion: | if event is InputEventMouseMotion: | ||||
mouse_position = event.position | |||||
mouse_position = get_global_mouse_position() | |||||
if Input.is_action_just_pressed("ButtonA"): | if Input.is_action_just_pressed("ButtonA"): | ||||
mouse_down = true | mouse_down = true | ||||
elif Input.is_action_just_released("ButtonA"): | elif Input.is_action_just_released("ButtonA"): | ||||
return # We don't follow the mouse or move the squiq when mouse is down. | return # We don't follow the mouse or move the squiq when mouse is down. | ||||
var distance = clamp(mouse_position.x - position.x, -max_distance, max_distance) | var distance = clamp(mouse_position.x - position.x, -max_distance, max_distance) | ||||
var dpercent = abs(distance / max_distance) | |||||
var dpercent = distance / max_distance | |||||
if push: | if push: | ||||
push = false | push = false | ||||
traveling = max_travel_time | traveling = max_travel_time | ||||
var v_direction = (position - mouse_position).normalized() | var v_direction = (position - mouse_position).normalized() | ||||
apply_central_impulse(v_direction * dpercent * push_force) | |||||
elif traveling > 0: | |||||
traveling -= delta | |||||
apply_central_impulse(v_direction * abs(dpercent) * push_force) | |||||
elif in_air: | |||||
air_time += delta | |||||
else: | else: | ||||
if abs(distance) > body_radius: | if abs(distance) > body_radius: | ||||
var v_horizontal = Physics2DServer.area_get_param(get_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY_VECTOR).rotated(deg2rad(-90)) | |||||
$Particles.process_material.tangential_accel = dpercent * max_tangential_accel; | $Particles.process_material.tangential_accel = dpercent * max_tangential_accel; | ||||
apply_central_impulse(Vector2(distance * delta, 0)) | |||||
apply_central_impulse(v_horizontal * distance * delta) | |||||
else: | else: | ||||
$Particles.process_material.tangential_accel = 0 | $Particles.process_material.tangential_accel = 0 | ||||
func _process(delta): | func _process(delta): | ||||
draw_line(v_start, v_end, c_line) | draw_line(v_start, v_end, c_line) | ||||
draw_line(v_end, v_tipA, c_line) | draw_line(v_end, v_tipA, c_line) | ||||
draw_line(v_end, v_tipB, c_line) | draw_line(v_end, v_tipB, c_line) | ||||
func _on_Player_body_entered(body): | |||||
in_air = false | |||||
print(linear_velocity) | |||||
if air_time > collision_timedt_threshold: | |||||
var lvlen = linear_velocity.length() | |||||
if lvlen >= collision_minor_speed_threshold and lvlen < collision_major_speed_threshold: | |||||
print("ooOF") | |||||
elif lvlen >= collision_major_speed_threshold: | |||||
print("Oooooch!") | |||||
air_time = 0 | |||||
func _on_Player_body_exited(body): | |||||
in_air = true | |||||
print("I'm flying!") |
run/main_scene="res://Data/Scenes/World.tscn" | run/main_scene="res://Data/Scenes/World.tscn" | ||||
config/icon="res://icon.png" | config/icon="res://icon.png" | ||||
[display] | |||||
window/size/width=800 | |||||
window/stretch/mode="viewport" | |||||
window/stretch/aspect="keep" | |||||
[input] | [input] | ||||
ButtonA={ | ButtonA={ |