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diff --git a/client/player/controllable_player.gd b/client/player/controllable_player.gd
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+# Undercooked - a game about cooking
+# Copyright 2024 nokoe
+# Copyright 2024 metamuffin
+#
+# This program is free software: you can redistribute it and/or modify
+# it under the terms of the GNU Affero General Public License as published by
+# the Free Software Foundation, version 3 of the License only.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU Affero General Public License for more details.
+#
+# You should have received a copy of the GNU Affero General Public License
+# along with this program. If not, see <https://www.gnu.org/licenses/>.
+#
+class_name ControllablePlayer
+extends Player
+
+
+const PLAYER_SPEED: float = 25.;
+
+var facing = Vector2(1, 0)
+var velocity_ = Vector2(0, 0)
+
+var target: Vector2i = Vector2i(0, 0)
+
+func _ready():
+ var timer = Timer.new()
+ timer.one_shot = false
+ timer.wait_time = 1. / 25.
+ add_child(timer)
+ timer.start()
+ timer.connect("timeout", func():
+ Multiplayer.send_position(Vector2(position.x, position.z), rotation.y)
+ )
+
+func _process(delta):
+ var input = Vector2(Input.get_axis("left", "right"), Input.get_axis("forward", "backwards")).normalized()
+ input = input.rotated(-game.camera.angle_target)
+ position_anim = position_
+ rotation_anim = rotation_
+ if Input.is_action_pressed("interact") or Input.is_action_just_released("interact"):
+ input *= 0
+ else:
+ target = Vector2i(
+ int(floor(position.x + sin(rotation.y))),
+ int(floor(position.z + cos(rotation.y)))
+ )
+ interact()
+ update(delta, input)
+ super(delta)
+
+func update(dt: float, input: Vector2):
+ var direction = input.limit_length(1.);
+ rotation.y = atan2(self.facing.x, self.facing.y);
+ if direction.length() > 0.1:
+ self.facing = direction + (self.facing - direction) * exp(-dt * 10.);
+ self.velocity_ += direction * dt * PLAYER_SPEED;
+ self.position_ += self.velocity_ * dt;
+ self.velocity_ = self.velocity_ * exp(-dt * 5.);
+ collide(dt);
+
+func collide(dt: float):
+ for xo in range(-1,2):
+ for yo in range(-1,2):
+ var tile = Vector2i(xo, yo) + Vector2i(self.position_);
+ if !Multiplayer.get_tile_collision(tile): continue
+ tile = Vector2(tile)
+ var d = aabb_point_distance(tile, tile + Vector2.ONE, self.position_);
+ if d > PLAYER_SIZE: continue
+ var h = 0.01;
+ var d_sample_x = aabb_point_distance(tile, tile + Vector2.ONE, self.position_ + Vector2(h, 0));
+ var d_sample_y = aabb_point_distance(tile, tile + Vector2.ONE, self.position_ + Vector2(0, h));
+ var grad = (Vector2(d_sample_x - d, d_sample_y - d)) / h;
+
+ self.position_ += (PLAYER_SIZE - d) * grad;
+ self.velocity_ -= grad * grad.dot(self.velocity_)
+
+ for player: Player in game.players.values():
+ var diff = self.position_ - player.position_
+ var d = diff.length()
+ if d < 0.01: continue
+ if d >= PLAYER_SIZE * 2: continue
+ var norm = diff.normalized();
+ var f = 100 / (1 + d)
+ self.velocity_.x += norm.x * f * dt
+ self.velocity_.y += norm.y * f * dt
+
+func aabb_point_distance(mi: Vector2, ma: Vector2, p: Vector2) -> float:
+ return (p - p.clamp(mi, ma)).length()
+
+func update_position(new_position: Vector2, _new_rotation: float):
+ if (new_position - position_).length() > 3.:
+ position_ = new_position
+
+func interact():
+ var tile_idx = str(target)
+ var t: Floor = game.map.tile_by_pos.get(tile_idx)
+ if t != null:
+ game.marker.set_interactive(Multiplayer.get_tile_interactive(target))
+ game.marker.visible = true
+ game.marker_target = t.item_base.global_position
+ if Input.is_action_just_pressed("interact"):
+ Multiplayer.send_interact(target, true)
+ t.interact()
+ elif Input.is_action_just_released("interact"):
+ Multiplayer.send_interact(target, false)
+ else:
+ game.marker.visible = false