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# Hurry Curry! - a game about cooking
# Copyright 2024 nokoe
# Copyright 2024 tpart
# 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 Item
extends Node3D
var owned_by: Node3D
var base: Node3D = Node3D.new()
var progress_instance: Progress3D = preload("res://map/progress/progress.tscn").instantiate()
var take_sound: PlayRandom = preload("res://audio/play_random.tscn").instantiate()
var put_sound: PlayRandom = preload("res://audio/play_random.tscn").instantiate()
var ding_sound := AudioStreamPlayer3D.new()
var beep_sound := AudioStreamPlayer3D.new()
var sound_id
var progress_speed := 0.
var progress_position := 0.
var progress_warn := false
var destroy_timeout = null
var creation_timer = 0.0
var item_owned = false
var player_owned_timer = 0.0
func _init(owned_by_: Node3D):
progress_instance.position.y = 1
progress_instance.visible = false
add_child(progress_instance)
take_sound.volume_db = -16
put_sound.volume_db = -16
add_child(take_sound)
add_child(put_sound)
ding_sound.stream = preload("res://map/tiles/sounds/ding.ogg")
beep_sound.stream = preload("res://map/tiles/sounds/beep.ogg")
add_child(ding_sound)
add_child(beep_sound)
setup_sounds()
@warning_ignore("static_called_on_instance")
base.position = base_position()
base.name = "Base"
add_child(base)
owned_by = owned_by_
if not owned_by.get_parent() is Item and not owned_by is Item:
scale = Vector3.ONE * 0.001 # setting to zero breaks assertions somewhere in the engine
func _process(delta):
if not is_instance_valid(owned_by): return
if owned_by.get_parent() is Item or owned_by is Item: return
var player_owned = owned_by.get_parent().get_parent() is Player
player_owned_timer = player_owned_timer + delta if player_owned else 0.
var anim_speed = 10.0 * exp(player_owned_timer * 3.0) # infinity is fine. G.interpolate can handle it
position = G.interpolate(position, owned_by.global_position, delta * anim_speed)
if player_owned: rotation.y = G.interpolate_angle(rotation.y, owned_by.global_rotation.y, delta * anim_speed)
else: rotation.y = G.interpolate_angle_closest_quarter(rotation.y, owned_by.global_rotation.y, delta * anim_speed)
if creation_timer != null:
creation_timer += delta * 10.0
if creation_timer > 1:
scale = Vector3.ONE
creation_timer = null
else: scale = Vector3.ONE * creation_timer
if destroy_timeout != null:
destroy_timeout -= delta * 5.0
if is_instance_valid(progress_instance): progress_instance.hide()
if destroy_timeout <= 0: queue_free()
else: scale = Vector3.ONE * destroy_timeout
if !Global.game_paused:
progress_position += delta * progress_speed
progress_instance.update(progress_position, progress_warn)
var time_remaining = (1 - progress_position) / progress_speed
if progress_warn and progress_speed > 0 and time_remaining < 5.:
if not beep_sound.playing:
beep_sound.play()
else: beep_sound.stop()
else: beep_sound.stop()
func progress(position_: float, speed: float, warn: bool):
progress_instance.visible = true
progress_position = position_
progress_speed = speed
progress_warn = warn
# Always play ding sound if item is making progress while warn
if warn and speed > 0.: ding_sound.play()
func finish():
progress_instance.visible = false
if sound_id != null:
Sound.item_finished(sound_id)
func setup_sounds():
take_sound.setup([preload("res://map/items/sounds/generic_take.ogg")])
put_sound.setup([preload("res://map/items/sounds/plate_put.ogg")])
func remove():
destroy_timeout = 1
func take():
take_sound.play_random()
func put():
put_sound.play_random()
static func base_position() -> Vector3:
return Vector3(0., 0., 0.)
static func height() -> float:
return .1
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