229 lines
6.5 KiB
GDScript

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_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
curLife -= 3
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
curLife -= 3
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
fast_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)