mirror of
https://github.com/kristoferssolo/FuncIt.git
synced 2025-10-21 19:30:35 +00:00
512 lines
19 KiB
GDScript
512 lines
19 KiB
GDScript
extends KinematicBody2D
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export var debugMode = false
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var trajectory:String = 'line'
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var trajectory_line = 'line'
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var bullet
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var username_text = load("res://source/scenes/OVERLAY/elements/username_text.tscn")
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var username setget username_set
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var username_text_instance = null
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var health_bar_scene = load("res://source/scenes/OVERLAY/elements/HUD.tscn")
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var health_bar_instance = null
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var hp = 100 setget set_hp
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var can_shoot = true
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var is_reloading = false
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puppet var puppet_hp = 100 setget puppet_hp_set
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puppet var puppet_position = Vector2(0, 0) setget puppet_position_set
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puppet var puppet_velocity = Vector2()
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puppet var puppet_rotation = 0
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puppet var puppet_username = "" setget puppet_username_set
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puppet var puppet_weapon_position = Vector2()
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puppet var puppet_weapon_angle = 0
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puppet var puppet_direction = "left"
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puppet var puppet_theme = "01"
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puppet var puppet_character_states = {}
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puppet var puppet_bullet_position = Vector2() setget puppet_bullet_position_set
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puppet var puppet_phase setget puppet_phase_set
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onready var tween = $Tween
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onready var sprite = $player_sprite
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onready var reload_timer = $reload_timer
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onready var shoot_point = $"weaponHolder/Player-character-theme-gun/shoot_point"
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onready var hit_timer = $hit_timer
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var bullet_env = {
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'line' : preload("res://source/entities/shooting/Line_Trajectory/Line_Env.tscn"),
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'sine' : preload("res://source/entities/shooting/Sine_Trajectory/Sine_Env.tscn"),
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'parab' : preload("res://source/entities/shooting/Parabolic_Trajectory/Parabolic_Env.tscn"),
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'hyper' : preload("res://source/entities/shooting/Hyperbolic_Trajectory/Hyperbolic_Env.tscn")
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}
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var bullet_trajectory = {
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'line' : preload("res://source/entities/shooting/Line_Trajectory/Line_Barrel.tscn"),
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'sine' : preload("res://source/entities/shooting/Sine_Trajectory/Sine_Barrel.tscn"),
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'parab' : preload("res://source/entities/shooting/Parabolic_Trajectory/Parabolic_Barrel.tscn"),
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'hyper' : preload("res://source/entities/shooting/Hyperbolic_Trajectory/Hyperbolic_Barrel.tscn")
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}
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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 currentMovementSpeed = 0
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var maxMovementSpeed = Vector2(200,400)
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var accelerationSpeed = 5
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var deccelerationSpeed = 8
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var rotationSpeed = 5
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var currentRotation = 0
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var rotationalHolder = 0
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var velocityVDIR = Vector2(0,0)
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var characterStates = {"onGround": false, "jumped": false, "faceDirection": true}
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var reverseControls = false
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var awaitingCollision = false
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var direction = "left"
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export var theme = "01"
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var weaponRotationalStep = 2
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var weaponPositionalOffset = Vector2(0,0)
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var weaponPosition = Vector2(0,0)
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var weaponAngle = 0
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var particleTexture = ImageTexture.new()
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var particleImage = Image.new()
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var globalActivePhase = null
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var clientPhase = null
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func _ready():
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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)
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$"weaponHolder/Player-character-theme-gun".position = weaponPositionalOffset
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# warning-ignore:return_value_discarded
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get_tree().connect("network_peer_connected", self, "_network_peer_connected")
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username_text_instance = Global.instance_node_at_location(username_text, PersistentNodes, global_position)
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username_text_instance.player_following = self
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health_bar_instance = Global.instance_node_at_location(health_bar_scene, PersistentNodes, global_position)
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health_bar_instance.player_following = self
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update_shoot_mode(false)
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Global.alive_players.append(self)
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yield(get_tree(), "idle_frame")
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if get_tree().has_network_peer():
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if is_network_master():
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Global.player_master = self
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Global.set("player", self)
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# Allow update process override.
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set_process(true)
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$player_animated_sprite.play("idle")
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func get_user_state():
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# Create a dictionary of all variables that relate to clients' active state.
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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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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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if rotation_degrees > 360 or rotation_degrees < -360: rotation_degrees = 0
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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: float) -> void:
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print(Global.get('control'))
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# if Global.get('control')._on_line_pressed():
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# enable_trajectory('line')
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# if Global.get('control')._on_sine_pressed():
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# enable_trajectory('sine')
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# if Global.get('control')._on_parab_pressed():
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# enable_trajectory('parab')
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# if Global.get('control')._on_hyper_pressed():
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# enable_trajectory('hyper')
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user_input = UIN_preset_pre_processor_instance.update(Global.get_current_phase())
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if get_tree().is_network_server():
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Global.phase_update_global()
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clientPhase = Global.get_current_phase()
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theme = "03"
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else:
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if puppet_phase != null:
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clientPhase = puppet_phase
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Global.set_current_phase(clientPhase)
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$"weaponHolder/Player-character-theme-gun".play(theme)
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#particleImage.load("res://source/assets/sprites/character/player/theme/" + theme + "/na/Player-character-theme-particle-"+theme+".png")
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#particleTexture.create_from_image(particleImage)
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$Particles2D.texture = particleTexture
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if username_text_instance != null:
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username_text_instance.name = "username" + name
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if $Particles2D.position.x > 0 and direction != "left":
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$Particles2D.position = Vector2(-$Particles2D.position.x,$Particles2D.position.y)
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$Particles2D.scale = -$Particles2D.scale
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elif $Particles2D.position.x < 0 and direction != "right":
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$Particles2D.position = Vector2(-$Particles2D.position.x,$Particles2D.position.y)
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$Particles2D.scale = -$Particles2D.scale
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user_state = get_user_state()
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dimensions = get_dimensions()
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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) -> void:
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if get_tree().has_network_peer():
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if is_network_master() and visible:
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if "0" in VDIR:
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if VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] > 5:
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characterStates["onGround"] = false
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else:
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characterStates["onGround"] = true
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characterStates["jumped"] = false
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if characterStates["onGround"] and abs(velocityVDIR.x) < 5:
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if rotation_degrees > 90 or rotation_degrees < -90:
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reverseControls = true
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else:
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reverseControls = false
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if VDIR["1"]["0"]["ray"]["collided"]:
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rotationalHolder = rotation
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if characterStates["jumped"] and not VDIR["1"]["0"]["ray"]["collided"]:
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awaitingCollision = true
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elif characterStates["jumped"] and awaitingCollision and VDIR["1"]["0"]["ray"]["collided"]:
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awaitingCollision = false
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if velocityVDIR.y < 0: velocityVDIR.y = 0
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if user_input["boost"] and not characterStates["jumped"]:
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maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 350, accelerationSpeed)
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else:
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maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 200, accelerationSpeed)
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if characterStates["onGround"] and not characterStates["jumped"] and user_input["up"]:
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velocityVDIR.y = -maxMovementSpeed.y
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characterStates["jumped"] = true
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rotationalHolder = rotation
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if user_input["left"] and not reverseControls or user_input["right"] and reverseControls:
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if velocityVDIR.x > 0:
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velocityVDIR.x -= deccelerationSpeed
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else:
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velocityVDIR.x -= accelerationSpeed
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if not characterStates["jumped"]:
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direction = "left"
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if velocityVDIR.y < maxMovementSpeed.x and not characterStates["onGround"] and characterStates["jumped"]:
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rotation_degrees -= rad2deg(rotationSpeed*delta)
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if user_input["right"] and not reverseControls or user_input["left"] and reverseControls:
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if velocityVDIR.x < 0:
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velocityVDIR.x += deccelerationSpeed
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else:
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velocityVDIR.x += accelerationSpeed
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if not characterStates["jumped"]:
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direction = "right"
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if velocityVDIR.y < maxMovementSpeed.x and not characterStates["onGround"] and characterStates["jumped"]:
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rotation_degrees += rad2deg(rotationSpeed*delta)
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if characterStates["jumped"] and not characterStates["onGround"] and velocityVDIR.y > maxMovementSpeed.x:
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if rotation_degrees > rad2deg(rotationalHolder): rotation_degrees -= rotationSpeed / 2
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elif rotation_degrees < rad2deg(rotationalHolder): rotation_degrees = move_toward(rotation_degrees, rad2deg(rotationalHolder), rotationSpeed / 2)
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if not user_input["right"] and not user_input["left"]:
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velocityVDIR.x = move_toward(velocityVDIR.x, 0, deccelerationSpeed)
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if velocityVDIR.x != 0 and maxMovementSpeed.x == 200:
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$player_animated_sprite.play("move-speed-"+direction+"-"+theme)
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elif maxMovementSpeed.x > 200 and not characterStates["jumped"]:
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$player_animated_sprite.play("boost-speed-"+direction+"-"+theme)
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$Particles2D.set_emitting(true)
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else:
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#$player_animated_sprite.play("idle-speed-"+direction+"-"+theme)
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$Particles2D.set_emitting(false)
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if not characterStates["onGround"]:
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velocityVDIR.y += accelerationSpeed
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elif characterStates["onGround"] and velocityVDIR.y > 0:
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velocityVDIR.y -= deccelerationSpeed
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velocityVDIR = Vector2(clamp(velocityVDIR.x, -maxMovementSpeed.x, maxMovementSpeed.x), clamp(velocityVDIR.y, -maxMovementSpeed.y, maxMovementSpeed.y))
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# warning-ignore:return_value_discarded
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move_and_slide(velocityVDIR.rotated(rotationalHolder))
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rotate_weapon()
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choose_trajectory()
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#enable_trajectory_line(trajectory_line)
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if user_input["shoot"] and can_shoot and not is_reloading:
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rpc("shoot", trajectory)
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is_reloading = true
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reload_timer.start()
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else:
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rotation = lerp_angle(rotation, puppet_rotation, delta * 8)
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$"weaponHolder/Player-character-theme-gun".position = puppet_weapon_position
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weaponAngle = puppet_weapon_angle
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direction = puppet_direction
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if velocityVDIR.x != 0 and maxMovementSpeed.x == 200:
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$player_animated_sprite.play("move-speed-"+direction+"-"+theme)
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elif maxMovementSpeed.x > 200 and not characterStates["jumped"]:
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$player_animated_sprite.play("boost-speed-"+direction+"-"+theme)
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$Particles2D.set_emitting(true)
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else:
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$player_animated_sprite.play("idle-speed-"+direction+"-"+theme)
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$Particles2D.set_emitting(false)
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rotate_weapon()
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if not tween.is_active():
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pass
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if hp <= 0:
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if get_tree().is_network_server():
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rpc("destroy")
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func choose_trajectory():
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if Input.is_action_just_pressed("line"):
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trajectory = 'line'
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trajectory_line = 'line'
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if Input.is_action_just_pressed("sine"):
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trajectory = 'sine'
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trajectory_line = 'sine'
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if Input.is_action_just_pressed("parab"):
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trajectory = 'parab'
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trajectory_line = 'parab'
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if Input.is_action_just_pressed("hyper"):
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trajectory = 'hyper'
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trajectory_line = 'hyper'
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sync func shoot(new_trajectory:String):
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bullet = bullet_env[new_trajectory].instance()
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get_parent().add_child(bullet)
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bullet.global_position = shoot_point.global_position
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bullet.global_rotation = shoot_point.global_rotation
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func enable_trajectory_line(new_trajectory_line:String):
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var x = bullet_trajectory[new_trajectory_line].instance()
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print(x)
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get_parent().add_child(x)
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x.global_position = shoot_point.global_position
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x.global_rotation = shoot_point.global_rotation
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func enable_trajectory(new_trajectory_line:String):
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for gun in get_children(): #if there is gun remove it
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gun.queue_free()
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var gun = bullet_trajectory[new_trajectory_line].instance()
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add_child(gun)
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pass
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func _draw():
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if debugMode:
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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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func puppet_phase_set(new_value) -> void:
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puppet_phase = new_value
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func puppet_position_set(new_value) -> void:
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puppet_position = new_value
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tween.interpolate_property(self, "global_position", global_position, puppet_position, 0.1)
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tween.start()
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func puppet_bullet_position_set(new_value) -> void:
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puppet_bullet_position = new_value
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tween.interpolate_property(self, "global_position", global_position, puppet_bullet_position, 0.1)
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tween.start()
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func set_hp(new_value):
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hp = new_value
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if get_tree().has_network_peer():
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if is_network_master():
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rset("puppet_hp", hp)
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func puppet_hp_set(new_value):
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puppet_hp = new_value
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if get_tree().has_network_peer():
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if not is_network_master():
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hp = puppet_hp
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func username_set(new_value) -> void:
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username = new_value
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if is_network_master() and username_text_instance != null:
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username_text_instance.text = username
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rset("puppet_username", username)
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func puppet_username_set(new_value) -> void:
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puppet_username = new_value
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if not is_network_master() and username_text_instance != null:
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username_text_instance.text = puppet_username
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func _network_peer_connected(id) -> void:
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rset_id(id, "puppet_username", username)
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func _on_network_tick_rate_timeout():
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if get_tree().has_network_peer():
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if is_network_master():
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rset_unreliable("puppet_position", global_position)
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|
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)
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|
|
|
|
|
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
|