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# Undercooked - 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 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/effect.tscn").instantiate()
var clear_timer: Timer = Timer.new()
var hand: Item = null
var hand_base: Node3D = Node3D.new()
var character_idx: int
var _anim_angle: float = 0.0
const HAND_BASE_POSITION: Vector3 = Vector3(0, .25, .4)
func _init(_id: int, new_name: String, pos: Vector2, new_character_idx: int, new_game: Game):
add_child(character)
position_ = pos
position_anim = pos
name = new_name
game = new_game
hand_base.position = HAND_BASE_POSITION
add_child(hand_base)
add_child(chat_bubble)
add_child(item_bubble)
add_child(effect)
clear_timer.one_shot = true
clear_timer.wait_time = 5.
add_child(clear_timer)
character_idx = new_character_idx
func _ready():
character.select_hairstyle(character_idx)
clear_timer.timeout.connect(clear_message)
func update_position(new_position: Vector2, new_rotation: float):
position_ = new_position
rotation_ = new_rotation
func set_item(i: Item):
i.owned_by = hand_base
if hand != null:
hand.queue_free()
if i == null:
push_error("tile is null")
hand = i
character.holding = true
func remove_item() -> Item:
var i = hand
if i == null:
push_error("holding nothing")
hand = null
character.holding = false
return i
func take_item(tile: Tile):
if hand != null:
push_error("already holding an item")
var i = tile.take_item()
set_item(i)
func put_item(tile: Tile):
var i = remove_item()
tile.put_item(i)
func _process(delta):
_anim_angle = fmod(_anim_angle + delta, TAU)
hand_base.position.y = HAND_BASE_POSITION.y + 0.05 * sin(_anim_angle * 3)
position_anim = lerp(position_anim, position_, delta * 10)
rotation_anim = lerp_angle(rotation_anim, rotation_, delta * 10)
position.x = position_anim.x
position.z = position_anim.y
rotation.y = rotation_anim
character.walking = position_.distance_squared_to(position_anim) > 0.001
func clear_message():
item_bubble.remove_item()
chat_bubble.remove_text()
effect.clear_effect()
func item_message(item_name: String, persist: bool):
item_bubble.set_item(item_name)
if persist:
clear_timer.stop()
else:
clear_timer.start()
func text_message(m: String, persist: bool):
chat_bubble.set_text(m)
if persist:
clear_timer.stop()
else:
clear_timer.start()
func effect_message(effect_name: String, persist: bool):
effect.set_effect(effect_name)
if persist:
clear_timer.stop()
else:
clear_timer.start()
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