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) |