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class_name ControllablePlayer
extends Player
@export var map: Node3D
@export var camera: FollowCamera
var facing = Vector2(1, 0)
var velocity = Vector2(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():
Multiplayer.send_position(Vector2(position.x, position.z), -rotation.y + .5 * PI)
)
func _process(delta):
var input = Vector2(Input.get_axis("left", "right"), Input.get_axis("forward", "backwards")).normalized()
input = input.rotated(-camera.angle_target)
if input.length() > 0.1:
facing = lerp_vector2_exp(facing, input, delta * 10.)
self.rotation.y = facing.angle()
velocity.x += input.x * delta * SPEED
velocity.y += input.y * delta * SPEED
position = Vector3(
position.x + (velocity.x * delta),
0,
position.z + (velocity.y * delta)
)
# collide
collide(delta)
velocity = lerp_vector2_exp(velocity, Vector2(0, 0), delta * 5.)
func collide(_delta: float):
for i in map.get_children():
if is_instance_of(i, FullTile):
var tile: FullTile = i
var d = aabb_circle_distance(
tile.position.x,
tile.position.z,
tile.position.x + 1,
tile.position.z + 1,
position.x,
position.z
)
if d > PLAYER_SIZE:
continue
var h = 0.01
var d_sample_x = aabb_circle_distance(
tile.position.x,
tile.position.z,
tile.position.x + 1,
tile.position.z + 1,
position.x + h,
position.z
)
var d_sample_y = aabb_circle_distance(
tile.position.x,
tile.position.z,
tile.position.x + 1,
tile.position.z + 1,
position.x,
position.z + h
)
var grad_x = (d_sample_x - d) / h
var grad_y = (d_sample_y - d) / h
position.x += (PLAYER_SIZE - d) * grad_x
position.z += (PLAYER_SIZE - d) * grad_y
var vdotn = (grad_x * velocity.x) + (grad_y * velocity.y)
velocity.x -= grad_x * vdotn
velocity.y -= grad_y * vdotn
# TODO: Player collisions
func lerp_vector2_exp(current: Vector2, target: Vector2, delta: float) -> Vector2:
return Vector2(
target.x + (current.x - target.x) * exp( - delta),
target.y + (current.y - target.y) * exp( - delta)
)
func aabb_circle_distance(
min_x: float,
min_y: float,
max_x: float,
max_y: float,
px: float,
py: float
) -> float:
var dx = px - max(min_x, min(max_x, px))
var dy = py - max(min_y, min(max_y, py))
return sqrt(dx * dx + dy * dy)
func update_position(_new_position: Vector2, _new_rotation: float):
pass
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