FuncIt/Alens/movementSystem0.0.4/source/assets/scripts/player-handlers/player-body-handler.gd
Alan Alexander Cerna bb85b853be [Major] Trinity-Site test layout implementation
Implemented Trinity-Site monochrome layout testing polygon.
2021-10-31 21:58:04 +03:00

149 lines
6.4 KiB
GDScript

extends KinematicBody2D
# Instance of data pre-processors
var VDIR_preset_pre_processor_instance = preload("res://source/assets/scripts/pre-processors/vdir_pre-processor.gd").new()
var UIN_preset_pre_processor_instance = preload("res://source/assets/scripts/pre-processors/uin_pre-processor.gd").new()
# Local class constants
# Local class variables
var VDIR = {}
var user_input = {}
var user_state = {}
var dimensions = {}
var gravityVector = Vector2(0,0)
var movementVector = Vector2(0,0)
var movementSpeed = 0
var maxMovementSpeed = 60
var accelerationSpeed = 3.5
var deccelerationSpeed = 4.25
var jumpState = false
var jumpSpeed = 0
var maxJumpSpeed = 400
var time = 0
var timeOut = 1
var timedOut = true
var movementRight = false
var movementLeft = true
func _ready():
# Allow update process override.
set_process(true)
$"player-animated-sprite".play("idle")
pass
func get_user_state():
# Create a dictionary of all variables that relate to clients' active state.
var user_state = {
"global_position": global_transform.origin
}
return user_state
func get_dimensions():
# Create a dictionary of all (required) sizes in regards to the client.
var dimensions = {
"sprite": {
"width":$"player-sprite".texture.get_width(),
"height":$"player-sprite".texture.get_height(),
"scale":$"player-sprite".scale,
},
"collider": {
"shape":$"player-collider".get_shape(),
"radius":$"player-collider".get_shape().get_radius()
}
}
return dimensions
func process_rotation():
var VDIR_ray_positive_y = VDIR["1"]["1"]["ray"]["position"].y - user_state["global_position"].y
var VDIR_ray_negative_y = VDIR["1"]["2"]["ray"]["position"].y - user_state["global_position"].y
var VDIR_ray_positive_x = VDIR["1"]["1"]["ray"]["position"].x - user_state["global_position"].x
var VDIR_ray_negative_x = VDIR["1"]["2"]["ray"]["position"].x - user_state["global_position"].x
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)
if VDIR_ray_offset > 1:
rotation_degrees += VDIR_ray_offset / 10
if VDIR_ray_offset < 1:
rotation_degrees += VDIR_ray_offset / 10
func _process(delta):
user_input = UIN_preset_pre_processor_instance.update()
user_state = get_user_state()
dimensions = get_dimensions()
time += delta
VDIR = VDIR_preset_pre_processor_instance.update(user_state, dimensions)
for vector_type in VDIR:
var v_t = str(vector_type)
for vector in VDIR[v_t]:
var v = str(vector)
if v_t == "1":
var space_state = get_world_2d().direct_space_state
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])
if "position" in ray_cast:
VDIR[v_t][v]["ray"]["position"] = ray_cast.position
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))
VDIR[v_t][v]["ray"]["offset"] = dimensions["collider"]["radius"] - VDIR[v_t][v]["ray"]["length"]
VDIR[v_t][v]["ray"]["collided"] = true
else:
VDIR[v_t][v]["ray"]["position"] = (VDIR[v_t][v]["end"] - user_state["global_position"]).rotated(rotation) + user_state["global_position"]
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))
VDIR[v_t][v]["ray"]["offset"] = dimensions["collider"]["radius"] - VDIR[v_t][v]["ray"]["length"]
VDIR[v_t][v]["ray"]["collided"] = false
update()
process_rotation()
func _physics_process(delta):
if "0" in VDIR:
if VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] > 2 and jumpState == false:
gravityVector = (VDIR["1"]["0"]["ray"]["position"] - user_state["global_position"]).normalized()
elif jumpState == false:
gravityVector = Vector2(0,0)
movementVector = Vector2(0,0)
if user_input["right"] == true:
movementVector = Vector2(1,0)
elif user_input["left"] == true:
movementVector = Vector2(-1,0)
else:
movementVector = Vector2(0,0)
if movementVector.x == 1 and movementRight == false:
movementRight = true
movementLeft = false
$"player-animated-sprite".flip_h = true
elif movementVector.x == -1 and movementLeft == false:
movementLeft = true
movementRight = false
$"player-animated-sprite".flip_h = false
if movementVector != Vector2(0,0) and jumpState == false:
movementSpeed = move_toward(movementSpeed, maxMovementSpeed, accelerationSpeed)
elif movementVector != Vector2(0,0) and jumpState == true:
movementSpeed = move_toward(movementSpeed, maxMovementSpeed * 2, accelerationSpeed)
else:
movementSpeed = move_toward(movementSpeed, 0, deccelerationSpeed)
if timedOut == true and user_input["up"] == true and jumpState == false and VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] < 2:
gravityVector = (VDIR["1"]["0"]["ray"]["position"] - user_state["global_position"]).normalized() * -1
jumpSpeed = 0
jumpState = true
time = 0
if jumpState == true and jumpSpeed < maxJumpSpeed:
rotation_degrees = move_toward(rotation_degrees, 0, accelerationSpeed/10)
jumpSpeed = move_toward(jumpSpeed, maxJumpSpeed, accelerationSpeed * 10)
else:
jumpState = false
jumpSpeed = 350
if user_input["boost"] == true:
maxMovementSpeed = move_toward(maxMovementSpeed,120,accelerationSpeed)
else:
maxMovementSpeed = move_toward(maxMovementSpeed,60,deccelerationSpeed)
if time < timeOut:
timedOut = false
else:
timedOut = true
move_and_slide(gravityVector * jumpSpeed + movementVector.rotated(rotation).normalized() * movementSpeed)
func _draw():
for vector_type in VDIR:
var v_t = str(vector_type)
for vector in VDIR[v_t]:
var v = str(vector)
if v_t == "1":
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)