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
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
|
# Hurry Curry! - a game about cooking
# Copyright 2024 metamuffin
# 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/>.
#
class_name ControllablePlayer
extends Player
const PLAYER_SPEED = 55
const PLAYER_FRICTION = 15
const BOOST_FACTOR = 2.5
const BOOST_DURATION = 0.3
const BOOST_RESTORE = 0.5
var onscreen_controls = preload("res://player/onscreen_controls/controls.tscn").instantiate()
var facing := Vector2(1, 0)
var velocity_ := Vector2(0, 0)
var direction := Vector2(0, 0)
var stamina := 0.
var chat_open := false
var enable_input := true
var input_rotation = 0
var vibration_timer := Timer.new()
var current_vibration_strength := 0.
var current_vibration_change := 0.
var target: Vector2i = Vector2i(0, 0)
func _ready():
vibration_timer = Timer.new()
vibration_timer.wait_time = 0.1
vibration_timer.timeout.connect(_on_vibration_timeout)
add_child(vibration_timer)
var timer = Timer.new()
timer.one_shot = false
timer.wait_time = 1. / 50.
add_child(timer)
timer.start()
timer.connect("timeout", func():
if game.mp != null and game.join_state == Game.JoinState.JOINED:
game.mp.send_movement(game.player_id, position_, direction, boosting)
)
add_child(onscreen_controls)
super()
const MAX_DT = 1. / 50.
func _process(delta):
marker.position = G.interpolate(marker.position, marker_target, delta * 30.)
while delta > 0.001:
var dt = min(delta, MAX_DT)
_process_movement(dt)
delta -= dt
super(delta)
update_touch_scrolls()
var moving_duration = 0
var fps_rotation_target = 0
func _process_movement(delta):
var input = Input.get_vector("left", "right", "forwards", "backwards") if is_input_enabled() else Vector2.ZERO
if Global.get_setting("gameplay.first_person"):
fps_rotation_target += input.x * delta * 3.
if abs(input.x) > 0.1: input.y -= 0.5
input.x = 0.
input.y = min(input.y, 0)
input = input.rotated(fps_rotation_target)
else:
input = input.rotated(input_rotation)
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"):
input *= 0
else:
target = Vector2i(
int(floor(movement_base.position.x + sin(movement_base.rotation.y))),
int(floor(movement_base.position.z + cos(movement_base.rotation.y)))
)
if Global.get_setting("gameplay.accessible_movement"):
if input.length() < 0.5: moving_duration -= delta * 2
else: moving_duration += delta
moving_duration = clamp(moving_duration, 0, 1)
input *= min(1, moving_duration)
interact()
var was_boosting = boosting
direction = input
update(delta, boost)
if boosting and not was_boosting:
Input.start_joy_vibration(0, 0, input.length(), 0.15)
Input.vibrate_handheld(75, input.length() * 0.1)
walking = input.length_squared() > 0.1
position_anim = position_
rotation_anim = rotation_
func update(dt: float, boost: bool):
direction = direction.limit_length(1.)
if direction.length() > 0.05:
facing = direction + (facing - direction) * exp(-dt * 10.)
if direction.length() < 0.5:
direction *= 0
rotation_ = atan2(facing.x, facing.y);
boost = boost and direction.length() > 0.1
boosting = boost and (boosting or stamina >= 1.0) and stamina > 0
if boosting: stamina -= dt / BOOST_DURATION
else: stamina += dt / BOOST_RESTORE
stamina = max(min(stamina, 1.0), 0.0)
var speed = PLAYER_SPEED * (BOOST_FACTOR if boosting else 1.)
velocity_ += direction * dt * speed
position_ += velocity_ * dt
velocity_ = velocity_ * exp(-dt * PLAYER_FRICTION)
collide(dt)
func collide(dt: float):
for xo in range(-1, 2):
for yo in range(-1, 2):
var tile = Vector2i(xo, yo) + Vector2i(position_)
if !game.get_tile_collision(tile): continue
tile = Vector2(tile)
var d = aabb_point_distance(tile, tile + Vector2.ONE, position_)
if d > PLAYER_SIZE: continue
var h = 0.01;
var d_sample_x = aabb_point_distance(tile, tile + Vector2.ONE, position_ + Vector2(h, 0))
var d_sample_y = aabb_point_distance(tile, tile + Vector2.ONE, position_ + Vector2(0, h))
var grad = (Vector2(d_sample_x - d, d_sample_y - d)) / h
position_ += (PLAYER_SIZE - d) * grad;
velocity_ -= grad * grad.dot(velocity_)
for player: Player in game.players.values():
var diff = 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)
velocity_.x += norm.x * f * dt
velocity_.y += norm.y * f * dt
func is_input_enabled() -> bool:
return not game.menu.covered and enable_input
func update_touch_scrolls():
# TODO: Don't call this function every frame, but only when input menu
# covered value is updated
if onscreen_controls.touch_enabled:
onscreen_controls.visible = is_input_enabled()
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, _new_boosting: bool):
pass
func progress(position__: float, speed: float, warn: bool):
super(position__, speed, warn)
if warn:
current_vibration_strength = position__
current_vibration_change = speed
var vibration_strength := pow(current_vibration_strength, 3)
Input.start_joy_vibration(0, vibration_strength, 0, 0.1)
Input.vibrate_handheld(100, vibration_strength)
vibration_timer.start()
if speed == 0:
current_vibration_strength = 0.
vibration_timer.stop()
func _on_vibration_timeout():
current_vibration_strength = clampf(current_vibration_strength + current_vibration_change * 0.1, 0, 1)
if current_vibration_strength == 0.:
return
var vibration_strength := pow(current_vibration_strength, 3)
Input.start_joy_vibration(0, vibration_strength, 0, 0.1)
Input.vibrate_handheld(100, vibration_strength)
vibration_timer.start()
func put_item(tile: Tile):
super(tile)
Input.start_joy_vibration(0, 0.1, 0.0, 0.075)
Input.vibrate_handheld(75, 0.1)
func take_item(tile: Tile):
super(tile)
Input.start_joy_vibration(0, 0.1, 0.0, 0.075)
Input.vibrate_handheld(75, 0.1)
func interact():
if not is_input_enabled(): return
var tile = game.map.get_tile_instance(target)
if tile != null:
marker.set_interactive(game.get_tile_interactive(target))
marker.visible = true
marker_target = tile.item_base.global_position
if Input.is_action_just_pressed("interact"):
game.mp.send_tile_interact(game.player_id, target, true)
tile.interact()
marker.set_interacting(true)
elif Input.is_action_just_released("interact"):
game.mp.send_tile_interact(game.player_id, target, false)
marker.set_interacting(false)
else:
marker.visible = false
|