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# Hurry Curry! - a game about cooking
# Copyright 2024 nokoe
# Copyright 2024 metamuffin
# Copyright 2024 tpart
#
# 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 Player
extends Node3D
const PLAYER_SIZE: float = 0.4
const SPEED: float = 25.
var game: Game
var rotation_ = 0.
var rotation_anim = 0.
var position_ = Vector2(0, 0)
var position_anim = Vector2(0, 0)
var boosting := false
var walking := false
var username: String
var movement_base: Node3D = Node3D.new()
var character: Character = preload("res://player/character/character.tscn").instantiate()
var chat_bubble: ChatBubble = preload("res://player/chat_bubble.tscn").instantiate()
var item_bubble: ItemBubble = preload("res://player/item_bubble.tscn").instantiate()
var effect: Effect = preload("res://player/particles/effect.tscn").instantiate()
var marker: Marker = preload("res://player/marker/marker.tscn").instantiate()
var marker_target = Vector3(0, 0, 0)
var clear_timer: Timer = Timer.new()
var hand: Item = null
var hand_base: Node3D = Node3D.new()
var character_idx: int
var is_customer: bool
var current_item_message = null
var _anim_angle: float = 0.0
var hand_base_position: Vector3 = DEFAULT_HAND_BASE_POSITION
const DEFAULT_HAND_BASE_POSITION: Vector3 = Vector3(0, .425, .4)
func _init(_id: int, new_name: String, pos: Vector2, new_character_idx: int, new_game: Game):
add_child(movement_base)
movement_base.add_child(character)
position_ = pos
position_anim = pos
if new_name != "":
name = new_name
game = new_game
username = new_name
hand_base.name = "HandBase"
hand_base.position = hand_base_position
movement_base.add_child(hand_base)
movement_base.add_child(chat_bubble)
movement_base.add_child(item_bubble)
movement_base.add_child(effect)
clear_timer.one_shot = true
add_child(clear_timer)
marker.visible = false
add_child(marker)
character_idx = new_character_idx
is_customer = character_idx < 0
movement_base.scale = Vector3.ONE * 0.0001
func _ready():
character.set_style(character_idx)
clear_timer.timeout.connect(clear_message)
Settings.hook_changed_init("gameplay.usernames", false, update_username_tag)
func update_position(new_position: Vector2, new_rotation: float, new_boosting: bool):
position_ = new_position
rotation_ = new_rotation
boosting = new_boosting
func update_username_tag(state):
var tag: Label3D = character.username_tag
tag.text = username
tag.visible = state
func set_item(i: Item):
if hand != null: hand.remove()
if i != null:
@warning_ignore("static_called_on_instance")
hand_base_position = DEFAULT_HAND_BASE_POSITION - Vector3(0.,i.height() * 0.5, 0.)
character.holding = i != null
hand = i
if hand != null: hand.owned_by = hand_base
func remove_item():
var i = hand
if i == null: push_error("holding nothing")
hand = null
character.holding = false
return i
func progress(position__: float, speed: float, warn: bool):
if hand != null: hand.progress(position__, speed, warn)
func finish():
if hand != null: hand.finish()
func take_item(tile: Tile):
if hand != null: push_error("already holding an item")
var i = tile.take_item()
i.take()
set_item(i)
func put_item(tile: Tile):
var i = remove_item()
i.put()
tile.put_item(i)
func pass_to(player: Player):
var i = remove_item()
i.player_owned_timer = 0
if player.hand != null:
push_error("target is already holding an item")
player.set_item(i)
func _process(delta):
_anim_angle = fmod(_anim_angle + delta, TAU)
position_anim = G.interpolate(position_anim, position_, delta * 10)
rotation_anim = G.interpolate_angle(rotation_anim, rotation_, delta * 10)
movement_base.position.x = position_anim.x
movement_base.position.z = position_anim.y
movement_base.rotation.y = rotation_anim
walking = walking or position_.distance_squared_to(position_anim) > 0.001
character.walking = walking
character.boosting = boosting
walking = false
movement_base.scale = Vector3.ONE * G.interpolate(movement_base.scale.x, 1, delta * 8)
func clear_message():
item_bubble.remove_item()
chat_bubble.remove_text()
effect.clear_effect()
current_item_message = null
func item_message(item_name: String, timeout_initial: float, timeout_remaining: float):
item_bubble.set_item(item_name, timeout_initial, timeout_remaining)
clear_timer.start(timeout_remaining)
current_item_message = item_name
func text_message(message: Game.TextMessage):
chat_bubble.set_text(message.text)
clear_timer.start(message.timeout_remaining)
func effect_message(effect_name: String):
effect.set_effect(effect_name)
clear_timer.start(5)
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