mirror of
https://github.com/kristoferssolo/FuncIt.git
synced 2025-10-21 19:30:35 +00:00
149 lines
6.4 KiB
GDScript
149 lines
6.4 KiB
GDScript
extends KinematicBody2D
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# Instance of data pre-processors
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var VDIR_preset_pre_processor_instance = preload("res://source/assets/scripts/pre-processors/vdir_pre-processor.gd").new()
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var UIN_preset_pre_processor_instance = preload("res://source/assets/scripts/pre-processors/uin_pre-processor.gd").new()
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# Local class constants
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# Local class variables
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var VDIR = {}
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var user_input = {}
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var user_state = {}
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var dimensions = {}
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var gravityVector = Vector2(0,0)
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var movementVector = Vector2(0,0)
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var movementSpeed = 0
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var maxMovementSpeed = 60
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var accelerationSpeed = 3.5
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var deccelerationSpeed = 4.25
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var jumpState = false
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var jumpSpeed = 0
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var maxJumpSpeed = 400
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var time = 0
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var timeOut = 1
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var timedOut = true
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var movementRight = false
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var movementLeft = true
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func _ready():
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# Allow update process override.
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set_process(true)
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$"player-animated-sprite".play("idle")
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pass
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func get_user_state():
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# Create a dictionary of all variables that relate to clients' active state.
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var user_state = {
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"global_position": global_transform.origin
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}
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return user_state
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func get_dimensions():
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# Create a dictionary of all (required) sizes in regards to the client.
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var dimensions = {
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"sprite": {
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"width":$"player-sprite".texture.get_width(),
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"height":$"player-sprite".texture.get_height(),
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"scale":$"player-sprite".scale,
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},
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"collider": {
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"shape":$"player-collider".get_shape(),
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"radius":$"player-collider".get_shape().get_radius()
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}
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}
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return dimensions
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func process_rotation():
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var VDIR_ray_positive_y = VDIR["1"]["1"]["ray"]["position"].y - user_state["global_position"].y
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var VDIR_ray_negative_y = VDIR["1"]["2"]["ray"]["position"].y - user_state["global_position"].y
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var VDIR_ray_positive_x = VDIR["1"]["1"]["ray"]["position"].x - user_state["global_position"].x
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var VDIR_ray_negative_x = VDIR["1"]["2"]["ray"]["position"].x - user_state["global_position"].x
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var VDIR_ray_offset = sqrt(VDIR_ray_positive_y * VDIR_ray_positive_y + VDIR_ray_positive_x * VDIR_ray_positive_x) - sqrt(VDIR_ray_negative_y * VDIR_ray_negative_y + VDIR_ray_negative_x * VDIR_ray_negative_x)
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if VDIR_ray_offset > 1:
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rotation_degrees += VDIR_ray_offset / 10
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if VDIR_ray_offset < 1:
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rotation_degrees += VDIR_ray_offset / 10
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func _process(delta):
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user_input = UIN_preset_pre_processor_instance.update()
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user_state = get_user_state()
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dimensions = get_dimensions()
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time += delta
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VDIR = VDIR_preset_pre_processor_instance.update(user_state, dimensions)
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for vector_type in VDIR:
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var v_t = str(vector_type)
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for vector in VDIR[v_t]:
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var v = str(vector)
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if v_t == "1":
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var space_state = get_world_2d().direct_space_state
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var ray_cast = space_state.intersect_ray((VDIR[v_t][v]["start"] - user_state["global_position"]).rotated(rotation) + user_state["global_position"],(VDIR[v_t][v]["end"] - user_state["global_position"]).rotated(rotation) + user_state["global_position"],[self])
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if "position" in ray_cast:
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VDIR[v_t][v]["ray"]["position"] = ray_cast.position
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VDIR[v_t][v]["ray"]["length"] = sqrt((VDIR[v_t][v]["ray"]["position"].y - user_state["global_position"].y)*(VDIR[v_t][v]["ray"]["position"].y - user_state["global_position"].y)+(VDIR[v_t][v]["ray"]["position"].x - user_state["global_position"].x)*(VDIR[v_t][v]["ray"]["position"].x - user_state["global_position"].x))
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VDIR[v_t][v]["ray"]["offset"] = dimensions["collider"]["radius"] - VDIR[v_t][v]["ray"]["length"]
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VDIR[v_t][v]["ray"]["collided"] = true
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else:
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VDIR[v_t][v]["ray"]["position"] = (VDIR[v_t][v]["end"] - user_state["global_position"]).rotated(rotation) + user_state["global_position"]
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VDIR[v_t][v]["ray"]["length"] = sqrt((VDIR[v_t][v]["ray"]["position"].y - user_state["global_position"].y)*(VDIR[v_t][v]["ray"]["position"].y - user_state["global_position"].y)+(VDIR[v_t][v]["ray"]["position"].x - user_state["global_position"].x)*(VDIR[v_t][v]["ray"]["position"].x - user_state["global_position"].x))
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VDIR[v_t][v]["ray"]["offset"] = dimensions["collider"]["radius"] - VDIR[v_t][v]["ray"]["length"]
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VDIR[v_t][v]["ray"]["collided"] = false
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update()
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process_rotation()
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func _physics_process(delta):
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if "0" in VDIR:
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if VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] > 2 and jumpState == false:
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gravityVector = (VDIR["1"]["0"]["ray"]["position"] - user_state["global_position"]).normalized()
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elif jumpState == false:
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gravityVector = Vector2(0,0)
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movementVector = Vector2(0,0)
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if user_input["right"] == true:
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movementVector = Vector2(1,0)
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elif user_input["left"] == true:
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movementVector = Vector2(-1,0)
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else:
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movementVector = Vector2(0,0)
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if movementVector.x == 1 and movementRight == false:
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movementRight = true
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movementLeft = false
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$"player-animated-sprite".flip_h = true
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elif movementVector.x == -1 and movementLeft == false:
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movementLeft = true
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movementRight = false
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$"player-animated-sprite".flip_h = false
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if movementVector != Vector2(0,0) and jumpState == false:
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movementSpeed = move_toward(movementSpeed, maxMovementSpeed, accelerationSpeed)
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elif movementVector != Vector2(0,0) and jumpState == true:
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movementSpeed = move_toward(movementSpeed, maxMovementSpeed * 2, accelerationSpeed)
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else:
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movementSpeed = move_toward(movementSpeed, 0, deccelerationSpeed)
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if timedOut == true and user_input["up"] == true and jumpState == false and VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] < 2:
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gravityVector = (VDIR["1"]["0"]["ray"]["position"] - user_state["global_position"]).normalized() * -1
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jumpSpeed = 0
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jumpState = true
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time = 0
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if jumpState == true and jumpSpeed < maxJumpSpeed:
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rotation_degrees = move_toward(rotation_degrees, 0, accelerationSpeed/10)
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jumpSpeed = move_toward(jumpSpeed, maxJumpSpeed, accelerationSpeed * 10)
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else:
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jumpState = false
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jumpSpeed = 100
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if user_input["boost"] == true:
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maxMovementSpeed = move_toward(maxMovementSpeed,120,accelerationSpeed)
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else:
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maxMovementSpeed = move_toward(maxMovementSpeed,60,deccelerationSpeed)
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if time < timeOut:
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timedOut = false
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else:
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timedOut = true
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move_and_slide(gravityVector * jumpSpeed + movementVector.rotated(rotation).normalized() * movementSpeed)
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func _draw():
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for vector_type in VDIR:
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var v_t = str(vector_type)
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for vector in VDIR[v_t]:
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var v = str(vector)
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if v_t == "1":
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draw_line(VDIR[v_t][v]["start"] - user_state["global_position"],(VDIR[v_t][v]["ray"]["position"] - user_state["global_position"]).rotated(-rotation),Color(255,255,255,1),1)
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