2020-07-06 12:38:05 +00:00
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extends KinematicBody2D
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2020-07-06 19:58:42 +00:00
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const BASE_SPEED = 300.0
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2020-07-06 12:38:05 +00:00
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const EPSILON = 0.1
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2020-07-06 19:58:42 +00:00
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const MAX_STAMINA = 3.0
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const BOOST_COEFF = 50.0
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const STAMINA_RECOVER_RATE = 0.3
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var velocity = Vector2.ZERO
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var grip = 1.0
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var stamina = MAX_STAMINA
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var speed_boost = 0
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2020-07-07 16:08:56 +00:00
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onready var world = $"/root/scene/world" as GameWorld
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2020-07-06 12:38:05 +00:00
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export var is_controlled = false setget set_is_controlled
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func _ready():
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$Camera.current = is_controlled
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2020-07-06 19:58:42 +00:00
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func _physics_process(delta):
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2020-07-06 12:38:05 +00:00
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var motion = Vector2(
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Input.get_action_strength("ui_right")-Input.get_action_strength("ui_left"),
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Input.get_action_strength("ui_down")-Input.get_action_strength("ui_up"))
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if motion.length() > EPSILON:
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$Sprite/AnimationTree.set("parameters/direction/blend_position", motion)
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2020-07-06 19:58:42 +00:00
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# Check sprinting
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var speed = BASE_SPEED
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if Input.is_action_pressed("sprint"):
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if motion.length() > EPSILON and stamina > 0:
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speed_boost += BOOST_COEFF * delta * ease(stamina/MAX_STAMINA, 1.1)
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stamina -= delta
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update()
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else:
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if stamina < MAX_STAMINA:
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stamina += delta * STAMINA_RECOVER_RATE
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update()
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# Apply friction to speed boost and the boost itself, if any
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if speed_boost > 0:
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speed_boost /= 2
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speed *= 1.0 + speed_boost
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if speed_boost < EPSILON:
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speed_boost = 0
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# Set velocity
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velocity = velocity * (1.0-grip) + motion.clamped(1.0) * speed * grip
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velocity = move_and_slide(velocity)
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# Check what tile I'm on
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2020-07-07 16:08:56 +00:00
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if world.map != null:
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grip = 0.0
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for tilemap in world.map.tilemaps:
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var cell = tilemap.get_cellv(tilemap.world_to_map(transform.origin))
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if cell >= 0:
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grip = 1.0
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2020-07-06 12:38:05 +00:00
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func set_is_controlled(val):
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is_controlled = val
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$Camera.current = val
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2020-07-06 19:58:42 +00:00
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func _draw():
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if stamina+EPSILON < MAX_STAMINA:
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draw_circle_arc_poly(Vector2(-10, -30), 6, 0, stamina/MAX_STAMINA * 360, Color.orange)
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func draw_circle_arc_poly(center, radius, angle_from, angle_to, color):
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var nb_points = 32
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var points_arc = PoolVector2Array()
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points_arc.push_back(center)
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var colors = PoolColorArray([color])
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for i in range(nb_points + 1):
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var angle_point = deg2rad(angle_from + i * (angle_to - angle_from) / nb_points - 90)
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points_arc.push_back(center + Vector2(cos(angle_point), sin(angle_point)) * radius)
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draw_polygon(points_arc, colors)
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