1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
|
# 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 bubble: ChatBubble = preload("res://player/chat_bubble.tscn").instantiate()
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
name = new_name
game = new_game
hand_base.position = HAND_BASE_POSITION
add_child(hand_base)
add_child(bubble)
character_idx = new_character_idx
func _ready():
character.select_hairstyle(character_idx)
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
|