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# Undercooked - a game about cooking
# Copyright 2024 nokoe
# Copyright 2024 metamuffin
#
# 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_FRICTION = 10
const PLAYER_SPEED = 55
const BOOST_FACTOR = 2.5
const BOOST_DURATION = 0.3
const BOOST_RESTORE = 0.5
var facing = Vector2(1, 0)
var velocity_ = Vector2(0, 0)
var stamina = 0
var boosting := false
var chat_open := false
var target: Vector2i = Vector2i(0, 0)
func _ready():
var timer = Timer.new()
timer.one_shot = false
timer.wait_time = 1. / 25.
add_child(timer)
timer.start()
timer.connect("timeout", func():
game.mp.send_position(position_, rotation_)
)
super()
chat_bubble.submit_message.connect(submit_message)
func _input(_event):
if Input.is_action_just_pressed("chat"):
if chat_open:
chat_bubble.stop_edit()
else:
chat_bubble.edit()
chat_open = !chat_open
func _process(delta):
do_tick()
super(delta)
const MAX_DT = 1./50.
var last_tick = Time.get_ticks_usec()
func do_tick():
var now = Time.get_ticks_usec()
var delta = (now - last_tick) / 1_000_000.
last_tick = now
while delta > 0.001:
var dt = min(delta, MAX_DT)
_process_movement(dt)
delta -= dt
func _process_movement(delta):
var input = Input.get_vector("left", "right", "forward", "backwards")
var boost = Input.is_action_pressed("boost")
input = input.rotated( - game.camera.angle_target)
position_anim = position_
rotation_anim = rotation_
if Input.is_action_pressed("interact") or Input.is_action_just_released("interact"):
input *= 0
else:
target = Vector2i(
int(floor(position.x + sin(rotation.y))),
int(floor(position.z + cos(rotation.y)))
)
interact()
update(delta, input, boost)
character.walking = input.length_squared() > 0.1
character.boosting = boosting
func update(dt: float, input: Vector2, boost: bool):
input = input.limit_length(1.);
if input.length() > 0.1:
self.facing = input + (self.facing - input) * exp( - dt * 10.);
rotation_ = atan2(self.facing.x, self.facing.y);
boost = boost and input.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.)
self.velocity_ += input * dt * speed;
self.position_ += self.velocity_ * dt;
self.velocity_ = self.velocity_ * exp( - dt * 15.);
collide(dt);
func collide(dt: float):
for xo in range( - 1, 2):
for yo in range( - 1, 2):
var tile = Vector2i(xo, yo) + Vector2i(self.position_);
if !game.get_tile_collision(tile): continue
tile = Vector2(tile)
var d = aabb_point_distance(tile, tile + Vector2.ONE, self.position_);
if d > PLAYER_SIZE: continue
var h = 0.01;
var d_sample_x = aabb_point_distance(tile, tile + Vector2.ONE, self.position_ + Vector2(h, 0));
var d_sample_y = aabb_point_distance(tile, tile + Vector2.ONE, self.position_ + Vector2(0, h));
var grad = (Vector2(d_sample_x - d, d_sample_y - d)) / h;
self.position_ += (PLAYER_SIZE - d) * grad;
self.velocity_ -= grad * grad.dot(self.velocity_)
for player: Player in game.players.values():
var diff = self.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)
self.velocity_.x += norm.x * f * dt
self.velocity_.y += norm.y * f * dt
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):
pass
func submit_message(text: String):
game.mp.send_chat(text)
func interact():
var tile = game.map.get_tile_instance(target)
if tile != null:
game.marker.set_interactive(game.get_tile_interactive(target))
game.marker.visible = true
game.marker_target = tile.item_base.global_position
if Input.is_action_just_pressed("interact"):
game.mp.send_interact(target, true)
tile.interact()
elif Input.is_action_just_released("interact"):
game.mp.send_interact(target, false)
else:
game.marker.visible = false
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