FuncIt/source/assets/scripts/player_handlers/player_body_handler.gd
Moonshrike cb1fd92c7c check
2021-11-15 02:01:02 +02:00

512 lines
19 KiB
GDScript

extends KinematicBody2D
export var debugMode = false
var trajectory:String = 'line'
var trajectory_line = 'line'
var bullet
var username_text = load("res://source/scenes/OVERLAY/elements/username_text.tscn")
var username setget username_set
var username_text_instance = null
var health_bar_scene = load("res://source/scenes/OVERLAY/elements/HUD.tscn")
var health_bar_instance = null
var hp = 100 setget set_hp
var can_shoot = true
var is_reloading = false
puppet var puppet_hp = 100 setget puppet_hp_set
puppet var puppet_position = Vector2(0, 0) setget puppet_position_set
puppet var puppet_velocity = Vector2()
puppet var puppet_rotation = 0
puppet var puppet_username = "" setget puppet_username_set
puppet var puppet_weapon_position = Vector2()
puppet var puppet_weapon_angle = 0
puppet var puppet_direction = "left"
puppet var puppet_theme = "01"
puppet var puppet_character_states = {}
puppet var puppet_bullet_position = Vector2() setget puppet_bullet_position_set
puppet var puppet_phase setget puppet_phase_set
onready var tween = $Tween
onready var sprite = $player_sprite
onready var reload_timer = $reload_timer
onready var shoot_point = $"weaponHolder/Player-character-theme-gun/shoot_point"
onready var hit_timer = $hit_timer
var bullet_env = {
'line' : preload("res://source/entities/shooting/Line_Trajectory/Line_Env.tscn"),
'sine' : preload("res://source/entities/shooting/Sine_Trajectory/Sine_Env.tscn"),
'parab' : preload("res://source/entities/shooting/Parabolic_Trajectory/Parabolic_Env.tscn"),
'hyper' : preload("res://source/entities/shooting/Hyperbolic_Trajectory/Hyperbolic_Env.tscn")
}
var bullet_trajectory = {
'line' : preload("res://source/entities/shooting/Line_Trajectory/Line_Barrel.tscn"),
'sine' : preload("res://source/entities/shooting/Sine_Trajectory/Sine_Barrel.tscn"),
'parab' : preload("res://source/entities/shooting/Parabolic_Trajectory/Parabolic_Barrel.tscn"),
'hyper' : preload("res://source/entities/shooting/Hyperbolic_Trajectory/Hyperbolic_Barrel.tscn")
}
# Instance of data pre_processors
var VDIR_preset_pre_processor_instance = preload("res://source/assets/scripts/pre_processors/vdir_pre_processor.gd").new()
var UIN_preset_pre_processor_instance = preload("res://source/assets/scripts/pre_processors/uin_pre_processor.gd").new()
# Local class constants
# Local class variables
var VDIR = {}
var user_input = {}
var user_state = {}
var dimensions = {}
var currentMovementSpeed = 0
var maxMovementSpeed = Vector2(200,400)
var accelerationSpeed = 5
var deccelerationSpeed = 8
var rotationSpeed = 5
var currentRotation = 0
var rotationalHolder = 0
var velocityVDIR = Vector2(0,0)
var characterStates = {"onGround": false, "jumped": false, "faceDirection": true}
var reverseControls = false
var awaitingCollision = false
var direction = "left"
export var theme = "01"
var weaponRotationalStep = 2
var weaponPositionalOffset = Vector2(0,0)
var weaponPosition = Vector2(0,0)
var weaponAngle = 0
var particleTexture = ImageTexture.new()
var particleImage = Image.new()
var globalActivePhase = null
var clientPhase = null
func _ready():
weaponPositionalOffset = Vector2(-$"weaponHolder/Player-character-theme-gun-na3".texture.get_width() * $"weaponHolder/Player-character-theme-gun-na3".scale.x / 2,-$"weaponHolder/Player-character-theme-gun-na3".texture.get_height() * $"weaponHolder/Player-character-theme-gun-na3".scale.y / 2) + Vector2(-$weaponHolder.get_shape().get_radius(), 0)
$"weaponHolder/Player-character-theme-gun".position = weaponPositionalOffset
# warning-ignore:return_value_discarded
get_tree().connect("network_peer_connected", self, "_network_peer_connected")
username_text_instance = Global.instance_node_at_location(username_text, PersistentNodes, global_position)
username_text_instance.player_following = self
health_bar_instance = Global.instance_node_at_location(health_bar_scene, PersistentNodes, global_position)
health_bar_instance.player_following = self
update_shoot_mode(false)
Global.alive_players.append(self)
yield(get_tree(), "idle_frame")
if get_tree().has_network_peer():
if is_network_master():
Global.player_master = self
Global.set("player", self)
# Allow update process override.
set_process(true)
$player_animated_sprite.play("idle")
func get_user_state():
# Create a dictionary of all variables that relate to clients' active state.
user_state = {
"global_position": global_transform.origin
}
return user_state
func get_dimensions():
# Create a dictionary of all (required) sizes in regards to the client.
dimensions = {
"sprite": {
"width":$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():
if rotation_degrees > 360 or rotation_degrees < -360: rotation_degrees = 0
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: float) -> void:
print(Global.get('control'))
# if Global.get('control')._on_line_pressed():
# enable_trajectory('line')
# if Global.get('control')._on_sine_pressed():
# enable_trajectory('sine')
# if Global.get('control')._on_parab_pressed():
# enable_trajectory('parab')
# if Global.get('control')._on_hyper_pressed():
# enable_trajectory('hyper')
user_input = UIN_preset_pre_processor_instance.update(Global.get_current_phase())
if get_tree().is_network_server():
Global.phase_update_global()
clientPhase = Global.get_current_phase()
theme = "03"
else:
if puppet_phase != null:
clientPhase = puppet_phase
Global.set_current_phase(clientPhase)
$"weaponHolder/Player-character-theme-gun".play(theme)
#particleImage.load("res://source/assets/sprites/character/player/theme/" + theme + "/na/Player-character-theme-particle-"+theme+".png")
#particleTexture.create_from_image(particleImage)
$Particles2D.texture = particleTexture
if username_text_instance != null:
username_text_instance.name = "username" + name
if $Particles2D.position.x > 0 and direction != "left":
$Particles2D.position = Vector2(-$Particles2D.position.x,$Particles2D.position.y)
$Particles2D.scale = -$Particles2D.scale
elif $Particles2D.position.x < 0 and direction != "right":
$Particles2D.position = Vector2(-$Particles2D.position.x,$Particles2D.position.y)
$Particles2D.scale = -$Particles2D.scale
user_state = get_user_state()
dimensions = get_dimensions()
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) -> void:
if get_tree().has_network_peer():
if is_network_master() and visible:
if "0" in VDIR:
if VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] > 5:
characterStates["onGround"] = false
else:
characterStates["onGround"] = true
characterStates["jumped"] = false
if characterStates["onGround"] and abs(velocityVDIR.x) < 5:
if rotation_degrees > 90 or rotation_degrees < -90:
reverseControls = true
else:
reverseControls = false
if VDIR["1"]["0"]["ray"]["collided"]:
rotationalHolder = rotation
if characterStates["jumped"] and not VDIR["1"]["0"]["ray"]["collided"]:
awaitingCollision = true
elif characterStates["jumped"] and awaitingCollision and VDIR["1"]["0"]["ray"]["collided"]:
awaitingCollision = false
if velocityVDIR.y < 0: velocityVDIR.y = 0
if user_input["boost"] and not characterStates["jumped"]:
maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 350, accelerationSpeed)
else:
maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 200, accelerationSpeed)
if characterStates["onGround"] and not characterStates["jumped"] and user_input["up"]:
velocityVDIR.y = -maxMovementSpeed.y
characterStates["jumped"] = true
rotationalHolder = rotation
if user_input["left"] and not reverseControls or user_input["right"] and reverseControls:
if velocityVDIR.x > 0:
velocityVDIR.x -= deccelerationSpeed
else:
velocityVDIR.x -= accelerationSpeed
if not characterStates["jumped"]:
direction = "left"
if velocityVDIR.y < maxMovementSpeed.x and not characterStates["onGround"] and characterStates["jumped"]:
rotation_degrees -= rad2deg(rotationSpeed*delta)
if user_input["right"] and not reverseControls or user_input["left"] and reverseControls:
if velocityVDIR.x < 0:
velocityVDIR.x += deccelerationSpeed
else:
velocityVDIR.x += accelerationSpeed
if not characterStates["jumped"]:
direction = "right"
if velocityVDIR.y < maxMovementSpeed.x and not characterStates["onGround"] and characterStates["jumped"]:
rotation_degrees += rad2deg(rotationSpeed*delta)
if characterStates["jumped"] and not characterStates["onGround"] and velocityVDIR.y > maxMovementSpeed.x:
if rotation_degrees > rad2deg(rotationalHolder): rotation_degrees -= rotationSpeed / 2
elif rotation_degrees < rad2deg(rotationalHolder): rotation_degrees = move_toward(rotation_degrees, rad2deg(rotationalHolder), rotationSpeed / 2)
if not user_input["right"] and not user_input["left"]:
velocityVDIR.x = move_toward(velocityVDIR.x, 0, deccelerationSpeed)
if velocityVDIR.x != 0 and maxMovementSpeed.x == 200:
$player_animated_sprite.play("move-speed-"+direction+"-"+theme)
elif maxMovementSpeed.x > 200 and not characterStates["jumped"]:
$player_animated_sprite.play("boost-speed-"+direction+"-"+theme)
$Particles2D.set_emitting(true)
else:
#$player_animated_sprite.play("idle-speed-"+direction+"-"+theme)
$Particles2D.set_emitting(false)
if not characterStates["onGround"]:
velocityVDIR.y += accelerationSpeed
elif characterStates["onGround"] and velocityVDIR.y > 0:
velocityVDIR.y -= deccelerationSpeed
velocityVDIR = Vector2(clamp(velocityVDIR.x, -maxMovementSpeed.x, maxMovementSpeed.x), clamp(velocityVDIR.y, -maxMovementSpeed.y, maxMovementSpeed.y))
# warning-ignore:return_value_discarded
move_and_slide(velocityVDIR.rotated(rotationalHolder))
rotate_weapon()
choose_trajectory()
#enable_trajectory_line(trajectory_line)
if user_input["shoot"] and can_shoot and not is_reloading:
rpc("shoot", trajectory)
is_reloading = true
reload_timer.start()
else:
rotation = lerp_angle(rotation, puppet_rotation, delta * 8)
$"weaponHolder/Player-character-theme-gun".position = puppet_weapon_position
weaponAngle = puppet_weapon_angle
direction = puppet_direction
if velocityVDIR.x != 0 and maxMovementSpeed.x == 200:
$player_animated_sprite.play("move-speed-"+direction+"-"+theme)
elif maxMovementSpeed.x > 200 and not characterStates["jumped"]:
$player_animated_sprite.play("boost-speed-"+direction+"-"+theme)
$Particles2D.set_emitting(true)
else:
$player_animated_sprite.play("idle-speed-"+direction+"-"+theme)
$Particles2D.set_emitting(false)
rotate_weapon()
if not tween.is_active():
pass
if hp <= 0:
if get_tree().is_network_server():
rpc("destroy")
func choose_trajectory():
if Input.is_action_just_pressed("line"):
trajectory = 'line'
trajectory_line = 'line'
if Input.is_action_just_pressed("sine"):
trajectory = 'sine'
trajectory_line = 'sine'
if Input.is_action_just_pressed("parab"):
trajectory = 'parab'
trajectory_line = 'parab'
if Input.is_action_just_pressed("hyper"):
trajectory = 'hyper'
trajectory_line = 'hyper'
sync func shoot(new_trajectory:String):
bullet = bullet_env[new_trajectory].instance()
get_parent().add_child(bullet)
bullet.global_position = shoot_point.global_position
bullet.global_rotation = shoot_point.global_rotation
func enable_trajectory_line(new_trajectory_line:String):
var x = bullet_trajectory[new_trajectory_line].instance()
print(x)
get_parent().add_child(x)
x.global_position = shoot_point.global_position
x.global_rotation = shoot_point.global_rotation
func enable_trajectory(new_trajectory_line:String):
for gun in get_children(): #if there is gun remove it
gun.queue_free()
var gun = bullet_trajectory[new_trajectory_line].instance()
add_child(gun)
pass
func _draw():
if debugMode:
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)
func puppet_phase_set(new_value) -> void:
puppet_phase = new_value
func puppet_position_set(new_value) -> void:
puppet_position = new_value
tween.interpolate_property(self, "global_position", global_position, puppet_position, 0.1)
tween.start()
func puppet_bullet_position_set(new_value) -> void:
puppet_bullet_position = new_value
tween.interpolate_property(self, "global_position", global_position, puppet_bullet_position, 0.1)
tween.start()
func set_hp(new_value):
hp = new_value
if get_tree().has_network_peer():
if is_network_master():
rset("puppet_hp", hp)
func puppet_hp_set(new_value):
puppet_hp = new_value
if get_tree().has_network_peer():
if not is_network_master():
hp = puppet_hp
func username_set(new_value) -> void:
username = new_value
if is_network_master() and username_text_instance != null:
username_text_instance.text = username
rset("puppet_username", username)
func puppet_username_set(new_value) -> void:
puppet_username = new_value
if not is_network_master() and username_text_instance != null:
username_text_instance.text = puppet_username
func _network_peer_connected(id) -> void:
rset_id(id, "puppet_username", username)
func _on_network_tick_rate_timeout():
if get_tree().has_network_peer():
if is_network_master():
rset_unreliable("puppet_position", global_position)
rset_unreliable("puppet_rotation", rotation)
rset_unreliable("puppet_weapon_position", weaponPosition)
rset_unreliable("puppet_weapon_angle", weaponAngle)
rset_unreliable("puppet_direction", direction)
#rset_unreliable("puppet_character_states", characterStates)
rset_unreliable("puppet_bullet_position", bullet)
if get_tree().is_network_server():
rset_unreliable("puppet_phase", clientPhase)
sync func update_position(pos):
global_position = pos
puppet_position = pos
func update_shoot_mode(shoot_mode):
can_shoot = shoot_mode
func _on_reload_timer_timeout():
is_reloading = false
func _on_hit_timer_timeout():
modulate = Color(1, 1, 1, 1)
func _on_hitbox_area_entered(area):
if get_tree().is_network_server():
if area.is_in_group("Player_damager"):
rpc("hit_by_damager", area.get_parent().damage)
area.get_parent().rpc("destroy")
sync func hit_by_damager(damage):
hp -= damage
modulate = Color(5, 5, 5, 1)
health_bar_instance.value = hp
hit_timer.start()
sync func enable() -> void:
hp = 100
health_bar_instance.value = 100
can_shoot = false
update_shoot_mode(false)
username_text_instance.visible = true
health_bar_instance.visible = true
visible = true
$player_collider.disabled = false
$hitbox/CollisionShape2D.disabled = false
$weaponHolder.disabled = false
if get_tree().has_network_peer():
if is_network_master():
Global.player_master = self
if not Global.alive_players.has(self):
Global.alive_players.append(self)
sync func destroy() -> void:
username_text_instance.visible = false
health_bar_instance.visible = false
visible = false
$player_collider.disabled = true
$hitbox/CollisionShape2D.disabled = true
$weaponHolder.disabled = true
Global.alive_players.erase(self)
if get_tree().has_network_peer():
if is_network_master():
Global.player_master = null
func _exit_tree() -> void:
Global.alive_players.erase(self)
if get_tree().has_network_peer():
if is_network_master():
Global.player_master = null
func rotate_weapon():
#equip_weapon()
weaponPosition = $"weaponHolder/Player-character-theme-gun".position
weaponPosition -= Vector2(weaponPositionalOffset.x,0).rotated(deg2rad(weaponAngle)) + Vector2(0,weaponPositionalOffset.y)
if user_input["r_inc"]:
weaponAngle += weaponRotationalStep
if user_input["r_dec"]:
weaponAngle -= weaponRotationalStep
if direction == "right":
if weaponAngle + weaponRotationalStep < 87.5:
weaponAngle = 180 - weaponAngle
weaponAngle = clamp(weaponAngle, 87.5,180)
$"weaponHolder/Player-character-theme-gun".flip_v = true
elif direction == "left":
if weaponAngle - weaponRotationalStep > 92.5:
weaponAngle = abs(weaponAngle - 180)
weaponAngle = clamp(weaponAngle, 0, 92.5)
$"weaponHolder/Player-character-theme-gun".flip_v = false
weaponPosition += Vector2(weaponPositionalOffset.x,0).rotated(deg2rad(weaponAngle)) + Vector2(0,weaponPositionalOffset.y)
$"weaponHolder/Player-character-theme-gun".position = weaponPosition
$"weaponHolder/Player-character-theme-gun".rotation_degrees = weaponAngle
pass