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-rw-r--r--client/player/player.gd54
1 files changed, 30 insertions, 24 deletions
diff --git a/client/player/player.gd b/client/player/player.gd
index c314dad2..3285cafc 100644
--- a/client/player/player.gd
+++ b/client/player/player.gd
@@ -41,16 +41,17 @@ var marker_target = Vector3(0, 0, 0)
var clear_timer: Timer = Timer.new()
-var hand: Item = null
-var hand_base: Node3D = Node3D.new()
+var hand = [null, null]
+var hand_base = [Node3D.new(), Node3D.new()]
var character_idx: int
var is_customer: bool
var current_item_message = null
var _anim_angle: float = 0.0
-var hand_base_position: Vector3 = DEFAULT_HAND_BASE_POSITION
-const DEFAULT_HAND_BASE_POSITION: Vector3 = Vector3(0, .425, .4)
+var hand_base_position = [DEFAULT_HAND_BASE_POSITION_LEFT, DEFAULT_HAND_BASE_POSITION_RIGHT]
+const DEFAULT_HAND_BASE_POSITION_LEFT: Vector3 = Vector3(.3, .425, .4)
+const DEFAULT_HAND_BASE_POSITION_RIGHT: Vector3 = Vector3(-.3, .425, .4)
func _init(_id: int, new_name: String, pos: Vector2, new_character_idx: int, new_game: Game):
add_child(movement_base)
@@ -62,9 +63,12 @@ func _init(_id: int, new_name: String, pos: Vector2, new_character_idx: int, new
game = new_game
username = new_name
- hand_base.name = "HandBase"
- hand_base.position = hand_base_position
- movement_base.add_child(hand_base)
+ hand_base[0].name = "HandBaseLeft"
+ hand_base[1].name = "HandBaseRight"
+ hand_base[0].position = hand_base_position[0]
+ hand_base[1].position = hand_base_position[1]
+ movement_base.add_child(hand_base[0])
+ movement_base.add_child(hand_base[1])
movement_base.add_child(chat_bubble)
movement_base.add_child(item_bubble)
@@ -96,45 +100,47 @@ func update_username_tag(state):
tag.text = username
tag.visible = state
-func set_item(i: Item):
- if hand != null: hand.remove()
+func set_item(i: Item, h):
+ if hand[G.hand_to_index(h)] != null: hand[G.hand_to_index(h)].remove()
if i != null:
@warning_ignore("static_called_on_instance")
- hand_base_position = DEFAULT_HAND_BASE_POSITION - Vector3(0.,i.height() * 0.5, 0.)
+ hand_base_position[0] = DEFAULT_HAND_BASE_POSITION_LEFT - Vector3(0.,i.height() * 0.5, 0.)
+ @warning_ignore("static_called_on_instance")
+ hand_base_position[1] = DEFAULT_HAND_BASE_POSITION_RIGHT - Vector3(0.,i.height() * 0.5, 0.)
character.holding = i != null
- hand = i
- if hand != null: hand.owned_by = hand_base
+ hand[G.hand_to_index(h)] = i
+ if hand[G.hand_to_index(h)] != null: hand[G.hand_to_index(h)].owned_by = hand_base[G.hand_to_index(h)]
-func remove_item():
- var i = hand
+func remove_item(h):
+ var i = hand[G.hand_to_index(h)]
if i == null: push_error("holding nothing")
- hand = null
+ hand[G.hand_to_index(h)] = null
character.holding = false
return i
-func progress(position__: float, speed: float, warn: bool):
- if hand != null: hand.progress(position__, speed, warn)
+func progress(position__: float, speed: float, warn: bool, h):
+ if hand[G.hand_to_index(h)] != null: hand[G.hand_to_index(h)].progress(position__, speed, warn)
func finish():
if hand != null: hand.finish()
-func take_item(tile: Tile):
+func take_item(tile: Tile, h):
if hand != null: push_error("already holding an item")
var i = tile.take_item()
i.take()
- set_item(i)
+ set_item(i, h)
-func put_item(tile: Tile):
- var i = remove_item()
+func put_item(tile: Tile, h):
+ var i = remove_item(h)
i.put()
tile.put_item(i)
-func pass_to(player: Player):
- var i = remove_item()
+func pass_to(player: Player, hfrom, hto):
+ var i = remove_item(hfrom)
i.player_owned_timer = 0
if player.hand != null:
push_error("target is already holding an item")
- player.set_item(i)
+ player.set_item(i, hto)
func _process(delta):
_anim_angle = fmod(_anim_angle + delta, TAU)