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odyssey-old/Actors/Player/Player.gd

123 lines
3.3 KiB
GDScript

extends KinematicBody2D
const BASE_SPEED := 300.0
const EPSILON := 0.1
const MAX_STAMINA := 3.0
const BOOST_COEFF := 50.0
const STAMINA_RECOVER_RATE := 0.3
const NET_KEY_TRANSFORM_DELAY := 0.2
var velocity := Vector2.ZERO
var grip := 1.0
var stamina := MAX_STAMINA
var speed_boost := 0
var transform_update_remaining := 0.0
puppet var pup_motion := Vector2.ZERO
puppet var pup_velocity := Vector2.ZERO
puppet var pup_transform := Transform()
onready var scene := $"/root/scene"
onready var world := $"/root/scene/world"
onready var camera := $Camera
onready var netgame := $"/root/Multiplayer"
export var is_controlled := false setget set_is_controlled
var object_name setget ,get_name
func _ready():
$Camera.current = is_controlled
func _physics_process(delta):
var motion := Vector2.ZERO
if is_network_master():
if not scene.writing:
motion = Vector2(
Input.get_action_strength("ui_right")-Input.get_action_strength("ui_left"),
Input.get_action_strength("ui_down")-Input.get_action_strength("ui_up"))
# Check sprinting
var speed := BASE_SPEED
if Input.is_action_pressed("sprint") and not scene.writing:
if motion.length() > EPSILON and stamina > 0:
speed_boost += BOOST_COEFF * delta * ease(stamina/MAX_STAMINA, 1.1)
stamina -= delta
update()
else:
if stamina < MAX_STAMINA:
stamina += delta * STAMINA_RECOVER_RATE
update()
# Apply friction to speed boost and the boost itself, if any
if speed_boost > 0:
speed_boost /= 2
speed *= 1.0 + speed_boost
if speed_boost < EPSILON:
speed_boost = 0
# Set velocity
velocity = velocity * (1.0-grip) + motion.clamped(1.0) * speed * grip
rset("pup_motion", motion)
rset("pup_velocity", velocity)
rset("pup_transform", global_transform)
else:
velocity = pup_velocity
motion = pup_motion
if transform_update_remaining <= 0.0:
transform_update_remaining = NET_KEY_TRANSFORM_DELAY
global_transform = pup_transform
else:
transform_update_remaining -= delta
if motion.length() > EPSILON:
$Sprite/AnimationTree.set("parameters/direction/blend_position", motion)
velocity = move_and_slide(velocity)
# Check what tile I'm on
if world.map != null:
grip = 0.0
for tilemap in world.map.tilemaps:
var cell = tilemap.get_cellv(tilemap.world_to_map(transform.origin))
if cell >= 0:
grip = 1.0
func set_is_controlled(val):
is_controlled = val
$Camera.current = val
func _draw():
if is_network_master():
if stamina+EPSILON < MAX_STAMINA:
draw_circle_arc_poly(Vector2(-10, -30), 6, 0, stamina/MAX_STAMINA * 360, Color.orange)
func draw_circle_arc_poly(center, radius, angle_from, angle_to, color):
var nb_points := 32
var points_arc := PoolVector2Array()
points_arc.push_back(center)
var colors := PoolColorArray([color])
for i in range(nb_points + 1):
var angle_point = deg2rad(angle_from + i * (angle_to - angle_from) / nb_points - 90)
points_arc.push_back(center + Vector2(cos(angle_point), sin(angle_point)) * radius)
draw_polygon(points_arc, colors)
func get_info():
return netgame.player_info[get_network_master()]
func get_name():
var id := get_network_master()
return netgame.player_info[id].name
func inspect():
if is_network_master():
return {
"type": "Crewmember",
"description": "That's you!"
}
return {
"type": "Crewmember",
"description": "A fellow crewmember"
}