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path: root/client/player/controllable_player.gd
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# 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)
var last_interaction = null

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):
	super(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
	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 and Global.get_setting("gameplay.vibration"):
		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)
		if Global.get_setting("gameplay.vibration"): # todo maybe include the lines above too
			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)
	if Global.get_setting("gameplay.vibration"):
		Input.start_joy_vibration(0, 0.1, 0.0, 0.075)
		Input.vibrate_handheld(75, 0.1)

func take_item(tile: Tile):
	super(tile)
	if Global.get_setting("gameplay.vibration"):
		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.visible = true

		# clear last interaction if target has moved since
		if last_interaction != null and not last_interaction == target:
			game.mp.send_tile_interact(game.player_id, last_interaction, false)
			marker.set_interacting(false)
			last_interaction = null
		marker.set_interactive(game.get_tile_interactive(target))
		marker_target = tile.item_base.global_position
		if Input.is_action_just_pressed("interact") and last_interaction == null:
			last_interaction = target
			game.mp.send_tile_interact(game.player_id, target, true)
			tile.interact()
			marker.set_interacting(true)
		if Input.is_action_just_released("interact"):
			last_interaction = null
			game.mp.send_tile_interact(game.player_id, target, false)
			marker.set_interacting(false)
	else:
		marker.visible = false