1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
|
# Hurry Curry! - a game about cooking
# Copyright (C) 2025 Hurry Curry! contributors
#
# 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 WALK_ANIM_STRENGTH := 0.05
const WALK_ANIM_SPEED:= 15.0
const BOT_COLOR := Color(0.349, 0.349, 0.349)
const COLORS: Array[Color] = [
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)
]
var walking := false
var holding := false
var boosting := false
var cutting := false
var rolling := false
var was_boosting := boosting
var current_animation := "idle"
var hairstyles: Array[Mesh]= [
preload("res://player/character/hairstyles/hair_1.res"),
preload("res://player/character/hairstyles/hair_2.res"),
preload("res://player/character/hairstyles/hair_3.res"),
]
var headwears: Array[PackedScene]= [
null,
preload("res://player/character/headwear/cat_ears.tscn"),
preload("res://player/character/headwear/propeller_hat.tscn"),
preload("res://player/character/headwear/devil_horns.tscn"),
]
@onready var headwear_parent: Node3D = $Main/HeadDefault/Headwear
@onready var hair_mesh: MeshInstance3D = $Main/HeadDefault/HairMesh
@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
@onready var rolling_pin = $Main/RollingPin
@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
func _ready():
play_animation("idle")
var t := 0.
func _process(delta):
if walking:
main_height_target = default_height + sin(t * WALK_ANIM_SPEED) * WALK_ANIM_STRENGTH
t = fmod(t + delta, 2 * PI)
else: t = 0.
main.position.y = G.interpolate(main.position.y, main_height_target, delta * 25.)
# Update animation:
var next_animation: String
if holding: next_animation = "hold"
elif cutting: next_animation = "cut"
elif rolling: next_animation = "roll"
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(style: Dictionary, character_class: String):
var hairstyle_idx := G.rem_euclid(style.hairstyle, hairstyles.size())
var headwear_idx := G.rem_euclid(style.headwear, headwears.size())
var is_human := character_class == "customer" || character_class == "chef"
main.mesh = CUSTOMER_MAIN_MESH if character_class == "customer" else DEFAULT_MAIN_MESH
tie.visible = character_class != "customer"
head_robot.visible = character_class == "bot"
head_default.visible = is_human
# Hairstyle
hair_mesh.mesh = hairstyles[hairstyle_idx]
hair_mesh.visible = headwear_idx != 2
# Headwear
for n in headwear_parent.get_children():
n.queue_free() # Remove previous headwear
var headwear := headwears[headwear_idx]
if headwear != null:
headwear_parent.add_child(headwear.instantiate())
# Torso color
main.get_active_material(0).albedo_color = BOT_COLOR if character_class == "bot" else COLORS[G.rem_euclid(style.color, COLORS.size())]
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"
rolling_pin.visible = name_ == "roll"
func _on_hand_animations_animation_finished(_name):
hand_animations.play(current_animation)
|