extends KinematicBody2D const MAX_SPEED = 600 const ACCELERATION = 1800 const FRICTION = 2000 var SPEED_FACTORS = [] var ACCELERATION_FACTORS = [] var FRICTION_FACTORS = [] var SCALE_FACTORS = [] var ALPHA_FACTORS = [] var empty_coroutine_frames = 0 var current_speed = MAX_SPEED var current_acceleration = ACCELERATION var current_friction = FRICTION var MAX_LIFE = 30 const PICKUP_BONUS = 5 export var rota_speed = 100 export var slow_cooldown = 5 export var fast_cooldown = 5 var slow_trail = load("res://Scene/SlowPaint.tscn") var fast_trail = load("res://Scene/FastPaint.tscn") var slow_cooldown_elapsed = 5 var fast_cooldown_elapsed = 5 var pathFollows = [] var vel = Vector2.ZERO var last_dir = Vector2.ZERO var curLife = MAX_LIFE var coroutines = [] enum EInput{ UP, RIGHT, DOWN, LEFT } const baseInputs = ["ui_up", "ui_right", "ui_down", "ui_left"] var inputs = ["ui_up", "ui_right", "ui_down", "ui_left"] onready var animationPlayer = $AnimationPlayer onready var animationTree = $AnimationTree onready var animationState = animationTree.get("parameters/playback") onready var audioPlayer = $AudioPlayer onready var sprite = $Sprite onready var coll = $CollisionShape2D onready var conf = $ConfusionStars onready var pati = $Patins var streams = [] var healthBar = null func _ready(): coroutines = [] pathFollows.append(get_node("ConfusionStars/Path2D/PathFollow2D")) pathFollows.append(get_node("ConfusionStars/Path2D/PathFollow2D2")) pathFollows.append(get_node("Patins/Path2D/PathFollow2D")) pathFollows.append(get_node("Patins/Path2D/PathFollow2D2")) if self.name == "Player1": healthBar = get_tree().get_nodes_in_group("healthbar")[0] elif self.name == "Player2": healthBar = get_tree().get_nodes_in_group("healthbar")[1] healthBar.maxHealthUpdated(MAX_LIFE) streams.append(load("res://Sounds/PaintJamPickupSound.wav")) streams.append(load("res://Sounds/PaintJamPaintAction.wav")) func launch_slow(): audioPlayer.stream = streams[1] audioPlayer.play() if slow_cooldown_elapsed < slow_cooldown: return slow_cooldown_elapsed = 0 var world = get_parent() var inst = load("res://Scene/SlowTrail.tscn").instance() var dir = get_dir() if dir == Vector2.ZERO: dir = (last_dir if last_dir != Vector2.ZERO else Vector2.DOWN) var angle = acos(dir.dot(Vector2.RIGHT)) var modifier = 0 if dir.y < 0: modifier += angle * -2 inst.transform = inst.transform.rotated(angle + modifier) inst.position = self.position inst.slowFactor = 2 world.add_child(inst) func launch_fast(): audioPlayer.stream = streams[1] audioPlayer.play() if fast_cooldown_elapsed < fast_cooldown: return fast_cooldown_elapsed = 0 var world = get_parent() var inst = load("res://Scene/FastTrail.tscn").instance() var dir = get_dir() if dir == Vector2.ZERO: dir = (last_dir if last_dir != Vector2.ZERO else Vector2.DOWN) var angle = acos(dir.dot(Vector2.RIGHT)) var modifier = 0 if dir.y < 0: modifier += angle * -2 inst.transform = inst.transform.rotated(angle + modifier) inst.position = self.position inst.fastFactor = 2 world.add_child(inst) func _process(delta): for each in pathFollows: each.set_offset(each.get_offset() + delta * rota_speed) if (self.name == "Player1" && Input.get_action_strength("gameplay_slow") > 0) \ || (self.name == "Player2" && Input.get_action_strength("gameplay_slow2") > 0): launch_slow() if (self.name == "Player1" && Input.get_action_strength("gameplay_fast") > 0) \ || (self.name == "Player2" && Input.get_action_strength("gameplay_fast2") > 0): launch_fast() updatePaintEffects(delta) curLife -= delta slow_cooldown_elapsed += delta if curLife <= 0: get_node("/root/World/GameManager").endGame() healthBar.healthUpdated(curLife) func get_dir(): var input_vector = Vector2.ZERO if self.name == "Player1": input_vector.x = Input.get_action_strength(inputs[EInput.RIGHT]) - Input.get_action_strength(inputs[EInput.LEFT]) input_vector.y = Input.get_action_strength(inputs[EInput.DOWN]) - Input.get_action_strength(inputs[EInput.UP]) elif self.name == "Player2": input_vector.x = Input.get_action_strength(inputs[EInput.RIGHT] + "2") - Input.get_action_strength(inputs[EInput.LEFT] + "2") input_vector.y = Input.get_action_strength(inputs[EInput.DOWN] + "2") - Input.get_action_strength(inputs[EInput.UP] + "2") input_vector = input_vector.normalized() return input_vector func setScale(scale): sprite.scale = scale; coll.scale = scale; conf.scale = scale; func setAlpha(alpha): sprite.self_modulate = Color(1,1,1, alpha) func array_mul(array): var val = 1 for i in array: val *= i return val func array_sum(array): var val = 0 for i in array: val += i return val func array_specsum(array): if array.size() == 0: return 1 var smaller = [] var bigger = [] for val in array: smaller.append(val) if val < 1 else bigger.append(val) smaller = array_mul(smaller) bigger = 1 if bigger.size() == 0 else array_sum(bigger) return smaller * bigger func update_current(): current_speed = MAX_SPEED * array_specsum(SPEED_FACTORS) current_acceleration = ACCELERATION * array_specsum(ACCELERATION_FACTORS) current_friction = FRICTION * array_specsum(FRICTION_FACTORS) setScale(Vector2.ONE * array_specsum(SCALE_FACTORS)) if SCALE_FACTORS.size() > 1: print("FACTO == " + String(SCALE_FACTORS)) print("SCALE == " + String(Vector2.ONE * array_specsum(SCALE_FACTORS))) setAlpha(1 * array_specsum(ALPHA_FACTORS)) func _physics_process(delta): var input_vector = get_dir() update_current() if input_vector != Vector2.ZERO: last_dir = input_vector animationTree.set("parameters/Idle/blend_position", input_vector) animationTree.set("parameters/Run/blend_position", input_vector) animationState.travel("Run") vel = vel.move_toward(input_vector * current_speed, current_acceleration * delta) else: animationState.travel("Idle") vel = vel.move_toward(Vector2.ZERO, current_friction * delta) vel = move_and_slide(vel) func updatePaintEffects(delta): var updated = [] #if coroutines.size() == 0: # empty_coroutine_frames += 1 #else: # empty_coroutine_frames = 0 #if empty_coroutine_frames > 2 || coroutines.size() > 0: ACCELERATION_FACTORS = [] FRICTION_FACTORS = [] SPEED_FACTORS = [] SCALE_FACTORS = [] ALPHA_FACTORS = [] for rout in coroutines: if rout != null && rout.is_valid(): updated.append(rout.resume(delta)) coroutines = updated + [] func addCoroutine(routine): audioPlayer.stream = streams[0] audioPlayer.play() curLife = MAX_LIFE if (curLife + PICKUP_BONUS > MAX_LIFE) else curLife + PICKUP_BONUS coroutines.append(routine)