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# Hurry Curry! - a game about cooking
# Copyright 2024 tpart
# Copyright 2024 nokoe
#
# 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/>.
#
extends Node3D
class_name Character
const DEFAULT_MAIN_MESH = preload("res://player/character/default/main.res")
const CUSTOMER_MAIN_MESH = preload("res://player/character/customer_body.res")
const ROBOT_MAIN_MESH = preload("res://player/character/robot/body.res")
const WALK_ANIM_STRENGTH := 0.05
const WALK_ANIM_SPEED:= 15.0
var walking := false
var holding := false
var boosting := false
var cutting := false
var was_boosting := boosting
var current_animation := "idle"
@onready var hand_animations = $HandAnimations
@onready var main = $Main
@onready var default_height = main.position.y
@onready var main_height_target = default_height
@onready var walking_particles = $Walking
@onready var boosting_particles = $Boosting
@onready var username_tag = $Username
@onready var tie = $Main/Tie
@onready var knife = $Main/HandRight/Knife
const NUM_COLORS = 5;
const NUM_HAIRS = 3;
@onready var hairstyles := [$Main/HeadDefault/Hair, $Main/HeadDefault/Hair2, $Main/HeadDefault/Hair3]
var colors = [
Color(0.204, 0.361, 0.624),
Color(0.568, 0.256, 0.602),
Color(0.575, 0.341, 0.117),
Color(0.3, 0.455, 0.221),
Color(0.101, 0.452, 0.521)
]
@onready var head_default: MeshInstance3D = $Main/HeadDefault
@onready var head_robot: MeshInstance3D = $Main/HeadRobot
@onready var step_sounds: PlayRandom = $Steps
@onready var boost_sounds: PlayRandom = $Boosts
class ParsedStyle:
var color: int
var hair: int
var robot: bool
var customer: bool
func _init(n: int) -> void:
customer = n < 0
if customer: n *= -1
if n == 51: robot = true
else:
hair = n % NUM_HAIRS
color = n / NUM_HAIRS % NUM_COLORS
func pack() -> int:
if robot: return 51
return (hair + color * NUM_HAIRS) * (-1 if customer else 1)
func _ready():
play_animation("idle")
var t := 0.0
func _process(delta):
t += delta
if walking: main_height_target = default_height + sin(t * WALK_ANIM_SPEED) * WALK_ANIM_STRENGTH
else: t = 0
main.position.y = main_height_target
# Update animation:
var next_animation: String
if holding: next_animation = "hold"
elif cutting: next_animation = "cut"
elif walking: next_animation = "walk"
else: next_animation = "idle"
if current_animation != next_animation:
play_animation(next_animation)
walking_particles.emitting = walking
if boosting and walking and not was_boosting:
boosting_particles.emitting = true
boost_sounds.play_random()
else:
boosting_particles.emitting = false
was_boosting = boosting and walking
func set_style(id: int):
var p = ParsedStyle.new(id)
set_customer(p.customer)
set_robot(p.robot)
for h in hairstyles: h.hide()
hairstyles[p.hair].show()
$Main.get_active_material(0).albedo_color = colors[p.color]
func set_customer(b: bool):
if b:
main.mesh = CUSTOMER_MAIN_MESH
tie.queue_free()
else: pass # TODO
func set_robot(b: bool):
head_robot.visible = b
head_default.visible = not b
main.mesh = ROBOT_MAIN_MESH if b else DEFAULT_MAIN_MESH
func play_animation(name_: String):
current_animation = name_
hand_animations.play(name_)
if name_ == "walk": step_sounds.start_autoplay()
else: step_sounds.stop_autoplay()
knife.visible = name_ == "cut"
func _on_hand_animations_animation_finished(_name):
hand_animations.play(current_animation)
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