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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 position_ = Vector2(0, 0)

var mesh = preload("res://scenes/player.tscn").instantiate()

var hand: Node3D = null

var _anim_angle: float = 0.0

const HAND_BASE_POSITION: Vector3 = Vector3(0, .25, .4)

@onready var character: Character = $Player/Character

func _init(_id: int, new_name: String, pos: Vector2, _character: int, new_game: Game):
	add_child(mesh)
	position_ = pos
	name = new_name
	game = new_game

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 i == null:
		push_error("tile is null")
	hand = i
	character.play_animation("hold")

func remove_item() -> Item:
	var i = hand
	if i == null:
		push_error("holding nothing")
	hand = null
	character.play_animation("idle")
	return i

func take_item(tile: Floor):
	if hand != null:
		push_error("already holding an item")
	var i = tile.take_item()
	if i == null:
		push_error("tile is null")
	hand = i

func put_item(tile: Floor):
	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