diff options
Diffstat (limited to 'client/player')
| -rw-r--r-- | client/player/controllable_player.gd | 35 | ||||
| -rw-r--r-- | client/player/onscreen_controls/controls.gd | 4 | ||||
| -rw-r--r-- | client/player/player.gd | 74 | 
3 files changed, 65 insertions, 48 deletions
| diff --git a/client/player/controllable_player.gd b/client/player/controllable_player.gd index 9db36ad4..99625762 100644 --- a/client/player/controllable_player.gd +++ b/client/player/controllable_player.gd @@ -83,7 +83,7 @@ func _process_movement(delta):  	var boost = Input.is_action_pressed("boost") or (Global.get_setting("gameplay.latch_boost") and boosting) -	if Input.is_action_pressed("interact") or Input.is_action_just_released("interact"): +	if Input.is_action_pressed("interact_left") or Input.is_action_just_released("interact_left") or Input.is_action_pressed("interact_right") or Input.is_action_just_released("interact_right"):  		input *= 0  	else:  		target = Vector2i( @@ -167,8 +167,8 @@ func aabb_point_distance(mi: Vector2, ma: Vector2, p: Vector2) -> float:  func update_position(_new_position: Vector2, _new_rotation: float, _new_boosting: bool):  	pass -func progress(position__: float, speed: float, warn: bool): -	super(position__, speed, warn) +func progress(position__: float, speed: float, warn: bool, h): +	super(position__, speed, warn, h)  	if warn:  		current_vibration_strength = position__  		current_vibration_change = speed @@ -190,14 +190,14 @@ func _on_vibration_timeout():  	Input.vibrate_handheld(100, vibration_strength)  	vibration_timer.start() -func put_item(tile: Tile): -	super(tile) +func put_item(tile: Tile, h: int): +	super(tile, h)  	if Global.get_setting("gameplay.vibration"):  		Input.start_joy_vibration(0, 0.1, 0.0, 0.075)  		Input.vibrate_handheld(75, 0.1) -func take_item(tile: Tile): -	super(tile) +func take_item(tile: Tile, h: int): +	super(tile, h)  	if Global.get_setting("gameplay.vibration"):  		Input.start_joy_vibration(0, 0.1, 0.0, 0.075)  		Input.vibrate_handheld(75, 0.1) @@ -210,19 +210,20 @@ func interact():  		# clear last interaction if target has moved since  		if last_interaction != null and not last_interaction == target: -			game.mp.send_tile_interact(game.player_id, last_interaction, false) +			game.mp.send_tile_interact(game.player_id, last_interaction, false, 0)  			marker.set_interacting(false)  			last_interaction = null  		marker.set_interactive(game.get_tile_interactive(target))  		marker_target = tile.item_base.global_position -		if Input.is_action_just_pressed("interact") and last_interaction == null: -			last_interaction = target -			game.mp.send_tile_interact(game.player_id, target, true) -			tile.interact() -			marker.set_interacting(true) -		if Input.is_action_just_released("interact"): -			last_interaction = null -			game.mp.send_tile_interact(game.player_id, target, false) -			marker.set_interacting(false) +		for h in [0, 1]: +			if Input.is_action_just_pressed("interact_"+G.index_to_hand(h)) and last_interaction == null: +				last_interaction = target +				game.mp.send_tile_interact(game.player_id, target, true, h) +				tile.interact() +				marker.set_interacting(true) +			if Input.is_action_just_released("interact_"+G.index_to_hand(h)): +				last_interaction = null +				game.mp.send_tile_interact(game.player_id, target, false, h) +				marker.set_interacting(false)  	else:  		marker.visible = false diff --git a/client/player/onscreen_controls/controls.gd b/client/player/onscreen_controls/controls.gd index 0d240ddb..06efb82e 100644 --- a/client/player/onscreen_controls/controls.gd +++ b/client/player/onscreen_controls/controls.gd @@ -42,11 +42,11 @@ func _on_boost_released():  	boost.modulate = Color.WHITE  func _on_interact_pressed(): -	Input.action_press("interact") +	Input.action_press("interact_left")  	interact.modulate = modulate_color  func _on_interact_released(): -	Input.action_release("interact") +	Input.action_release("interact_left")  	interact.modulate = Color.WHITE  func _on_pause_pressed(): diff --git a/client/player/player.gd b/client/player/player.gd index c314dad2..031cba29 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  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) +const DEFAULT_HAND_BASE_POSITION_CENTER: Vector3 = Vector3(0, .425, .4) +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 +63,22 @@ 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) +	if game.hand_count == 1: +		var center = Node3D.new() +		center.name = "HandBaseCenter" +		center.position = DEFAULT_HAND_BASE_POSITION_CENTER +		hand_base = [center] +	else: +		var left = Node3D.new() +		var right = Node3D.new() +		left.name = "HandBaseLeft" +		right.name = "HandBaseRight" +		left.position = DEFAULT_HAND_BASE_POSITION_LEFT +		right.position = DEFAULT_HAND_BASE_POSITION_RIGHT +		hand_base = [left, right] + +	for h in hand_base: +		movement_base.add_child(h)  	movement_base.add_child(chat_bubble)  	movement_base.add_child(item_bubble) @@ -96,45 +110,47 @@ func update_username_tag(state):  	tag.text = username  	tag.visible = state -func set_item(i: Item): -	if hand != null: hand.remove() -	if i != null: -		@warning_ignore("static_called_on_instance") -		hand_base_position = DEFAULT_HAND_BASE_POSITION - Vector3(0.,i.height() * 0.5, 0.) +func set_item(i: Item, h: int): +	if hand[h] != null: hand[h].remove() +	# if i != null: +	# 	@warning_ignore("static_called_on_instance") +	# 	hand_base_position[h] = 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[h] = i +	if hand[h] != null: hand[h].owned_by = hand_base[h] -func remove_item(): -	var i = hand +func remove_item(h: int): +	var i = hand[h]  	if i == null: push_error("holding nothing") -	hand = null +	hand[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: int): +	if hand[h] != null: hand[h].progress(position__, speed, warn) -func finish(): -	if hand != null: hand.finish() +func finish(h: int): +	if hand[h] != null: hand[h].finish() -func take_item(tile: Tile): -	if hand != null: push_error("already holding an item") +func take_item(tile: Tile, h: int): +	if hand[h] != 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: int): +	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: int, hto: int): +	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) | 
