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# Hurry Curry! - a game about cooking
# Copyright 2024 metamuffin
# Copyright 2025 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
const MAX_PLAYER_INTERACT_DIST := 1.9
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_tile: Vector2i = Vector2i.ZERO
var target_visual: Vector3 = Vector3.ZERO
var found_interact_target := false
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.my_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, target_visual, 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_left") or Input.is_action_just_released("interact_left") or Input.is_action_pressed("interact_right") or Input.is_action_just_released("interact_right"):
input *= 0
else:
var targets := get_interact_target()
target_visual = targets[0]
target_tile = targets[1]
# 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, h):
super(position__, speed, warn, h)
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, h: int):
super(tile, h)
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, h: int):
super(tile, h)
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_tile)
if tile != null:
marker.visible = true
# clear last interaction if target_tile has moved since
if last_interaction != null and not last_interaction == target_tile:
game.mp.send_tile_interact(game.my_player_id, last_interaction, false, 0)
marker.set_interacting(false)
last_interaction = null
marker.set_interactive(found_interact_target)
for h in [0, 1]:
if Input.is_action_just_pressed("interact_"+G.index_to_hand(h)) and last_interaction == null:
last_interaction = target_tile
game.mp.send_tile_interact(game.my_player_id, target_tile, true, h)
tile.interact()
marker.set_interacting(true)
if Input.is_action_just_released("interact_"+G.index_to_hand(h)):
last_interaction = null
game.mp.send_tile_interact(game.my_player_id, target_tile, false, h)
marker.set_interacting(false)
else:
marker.visible = false
func get_interact_target() -> Array: # -> [visual_target: Vector3, tile_target: Vector2i]
var interact_target := Vector2(
movement_base.position.x + sin(movement_base.rotation.y) * 0.7,
movement_base.position.z + cos(movement_base.rotation.y) * 0.7
)
var interact_target_i := interact_target.floor()
var best_cursor_visual := Vector3(interact_target_i.x, 0, interact_target_i.y)
var best_cursor_i := interact_target_i
var best_distance := 100.
found_interact_target = false
# Calculate player positions. Tiles with players on them are valid interact targets.
var player_positions: Dictionary = {} # Dictionary[id: int, pos: Vector3]
for p: Player in game.players.values():
player_positions[p.id] = Vector3(p.position_anim.x, 0, p.position_anim.y)
# Test all tiles in a 3x3 square around the player for interactible tiles.
# Return the one which is closest to interact_target.
for offset_x in range(-1,2):
for offset_y in range (-1, 2):
var offset_cursor := interact_target_i + Vector2(offset_x, offset_y)
var tile_center := Vector2(offset_cursor) + Vector2(0.5, 0.5)
if game.get_tile_interactive(offset_cursor):
var cursor_tile_distance := (interact_target - tile_center).length()
var player_tile_distance := Vector2(
movement_base.position.x - tile_center.x,
movement_base.position.z - tile_center.y
).length()
if player_tile_distance < MAX_PLAYER_INTERACT_DIST && cursor_tile_distance < best_distance:
found_interact_target = true
best_distance = cursor_tile_distance
best_cursor_visual = game.map.get_tile_instance(offset_cursor).item_base.global_position
best_cursor_i = offset_cursor
continue
# Check if there are any players on this tile.
# If there are multilpe, remember the player closest to the center of the tile
# (They will be the interact target)
var best_player_tile_distance := 100.
var best_player_pos: Vector3
for p_id: int in player_positions.keys():
if p_id == game.my_player_id: continue # I can't interact with myself
var p_pos: Vector3 = player_positions[p_id]
var p_pos_2d := Vector2(p_pos.x, p_pos.z)
var distance := p_pos_2d.distance_to(tile_center)
if distance < 0.7:
if distance < best_player_tile_distance:
best_player_tile_distance = distance
best_player_pos = p_pos
if best_player_tile_distance < MAX_PLAYER_INTERACT_DIST && best_player_tile_distance < best_distance:
found_interact_target = true
best_distance = best_player_tile_distance
best_cursor_visual = best_player_pos
best_cursor_i = offset_cursor
return [best_cursor_visual, best_cursor_i]
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