|
- extends RigidBody2D
-
- const COLLISION_MINOR_SPEED_THRESHOLD = 150
- const COLLISION_MAJOR_SPEED_THRESHOLD = 400
- const COLLISION_TIMEDT_THRESHOLD = 0.1
-
- export var max_energy = 1000
- export var energy_regen_per_sec = 125
-
- # The base tangential acceleration that will be applied to the particles to give the
- # player the illusion it's trying to move on it's own. This is just effects things visually (ATM)
- export var base_tangential_accel = 32 setget _set_base_tangential_accel
-
- # The base force applied when being pushed.
- export var base_push_force = 64 setget _set_base_push_force
- export var push_energy_cost = 100
-
-
- var current_energy = max_energy
-
- # The maximum distance from the player in which the mouse will adjust the push force.
- # at max_mouse_distance the full base_push_force <+ modifiers> will be applied.
- var max_mouse_distance = 128
- var neutral_rim = Color(0.9, 0.9, 0.9, 1.0)
-
- var mouse_position = Vector2.ZERO
- var mouse_down = false
- var push = false
-
- var in_air = true
- var air_time = 0
- var last_speed = 0
-
-
- func reset():
- $Sprite.material.set_shader_param("rim_color", neutral_rim);
- $Particles.process_material.color = neutral_rim
- $Mood.reset_mood()
- current_energy = max_energy
-
- func set_colors(prime, alt):
- $Sprite.material.set_shader_param("rim_color", alt);
- $Particles.process_material.color = alt
- if alt.r > alt.g and alt.r > alt.b:
- _set_color_collision_mask(1)
- elif alt.g > alt.r and alt.g > alt.b:
- _set_color_collision_mask(2)
- elif alt.b > alt.r and alt.b > alt.g:
- _set_color_collision_mask(3)
- else:
- # This should reset all of the collision masks to ON!
- _set_color_collision_mask(0)
-
- $Mood.adjust_mood_from_color(prime)
-
- func get_colors():
- return {
- "prime": $Sprite.material.get_shader_param("cell_color"),
- "alt": $Sprite.material.get_shader_param("rim_color")
- };
-
- func get_rim_color():
- return $Sprite.material.get_shader_param("rim_color")
-
- func get_tangential_acceleration():
- return base_tangential_accel * $Mood.get_need()
-
- func get_push_force():
- var dist = (position - mouse_position).length() - get_body_radius()
- if dist <= 0.0:
- return 0.0
-
- var push = base_push_force * (dist / (max_mouse_distance))
- var agg = $Mood.get_aggression()
- var con = $Mood.get_contentment()
- if agg > con:
- if agg > 0.1 and agg < 0.5:
- push *= 1.25
- elif agg >= 0.5:
- push *= 1.5
- elif $Mood.is_aggressive():
- push *= 2
- elif con > agg:
- if con > 0.1 and con < 0.5:
- push *= 0.75
- elif con >= 0.5:
- push *= 0.5
- return push
-
-
- func get_body_radius():
- return $CollisionShape2D.shape.radius
-
- func get_mood():
- return $Mood
-
- func get_current_energy():
- return current_energy
-
- func _set_color_collision_mask(id):
- set_collision_mask_bit(10, true)
- set_collision_mask_bit(11, true)
- set_collision_mask_bit(12, true)
- if id >= 1 and id <= 3:
- set_collision_mask_bit(9 + id, false)
-
-
- func _set_base_tangential_accel(v):
- base_tangential_accel = max(1.0, v)
-
- func _set_base_push_force(v):
- base_push_force = max(1.0, v)
-
- # Called when the node enters the scene tree for the first time.
- func _ready():
- set_process(true)
- set_physics_process(true)
- set_process_input(true)
- $Sprite.material.set_shader_param("rim_color", neutral_rim);
- $Particles.process_material.color = neutral_rim
-
-
- func _input(event):
- if Input.is_action_just_pressed("ButtonA"):
- mouse_down = true
- elif Input.is_action_just_released("ButtonA"):
- mouse_down = false
- if current_energy >= push_energy_cost:
- current_energy -= push_energy_cost
- push = true
-
-
- func _physics_process(delta):
- mouse_position = get_global_mouse_position()
- if mouse_down:
- return # We don't follow the mouse or move the squiq when mouse is down.
-
- if push:
- push = false
- var v_direction = (position - mouse_position).normalized()
- apply_central_impulse(v_direction * v_direction.length() * get_push_force())
- elif in_air:
- air_time += delta
- else:
- var distance = clamp(mouse_position.x - position.x, -max_mouse_distance, max_mouse_distance)
- var dpercent = distance / max_mouse_distance
- if !$Mood.is_content() and abs(distance) > get_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 * get_tangential_acceleration();
- apply_central_impulse(v_horizontal * distance * $Mood.get_need() * delta)
- else:
- $Particles.process_material.tangential_accel = 0
- $Mood.shift_mood(delta, in_air, last_speed, (position - mouse_position).length())
- last_speed = linear_velocity.length()
-
- current_energy += energy_regen_per_sec * delta
- if current_energy > max_energy:
- current_energy = max_energy
-
-
-
- func _process(delta):
- update()
-
- func _draw():
- if mouse_down:
- var distance = min(position.distance_to(mouse_position), max_mouse_distance)
- var v_direction = (position - mouse_position).normalized().rotated(-rotation)
- var v_start = v_direction * get_body_radius()
- var v_end = v_direction * distance
- var v_tipA = v_end - (v_direction.rotated(deg2rad(30)) * min(distance, 16))
- var v_tipB = v_end - (v_direction.rotated(-deg2rad(30)) * min(distance, 16))
- var c_line = Color(0.25, 1.0, 0.0)
- draw_line(v_start, v_end, c_line)
- draw_line(v_end, v_tipA, 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()
- #print("Last Speed: ", last_speed)
- if last_speed >= COLLISION_MINOR_SPEED_THRESHOLD and last_speed < COLLISION_MAJOR_SPEED_THRESHOLD:
- $Mood.adjust_mood(0.1, 0.0, -0.1)
- $Audio_SmallHit.play()
- $Camera/ScreenShake.start()
- elif last_speed >= COLLISION_MAJOR_SPEED_THRESHOLD:
- $Mood.adjust_mood(0.25, 0.0, -0.25)
- $Audio_BigHit.play()
- $Camera/ScreenShake.start(0.4, 15, 24)
- air_time = 0
-
-
- func _on_Player_body_exited(body):
- in_air = true
|