diff options
Diffstat (limited to 'client/scripts/controllable_player.gd')
-rw-r--r-- | client/scripts/controllable_player.gd | 110 |
1 files changed, 0 insertions, 110 deletions
diff --git a/client/scripts/controllable_player.gd b/client/scripts/controllable_player.gd deleted file mode 100644 index 4c157349..00000000 --- a/client/scripts/controllable_player.gd +++ /dev/null @@ -1,110 +0,0 @@ -# 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 |