152 lines
4.6 KiB
GDScript
152 lines
4.6 KiB
GDScript
extends KinematicBody2D
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var MAX_SPEED = 600
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var ACCELERATION = 1800
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var FRICTION = 2000
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var MAX_LIFE = 30
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const PICKUP_BONUS = 5
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export var rota_speed = 100
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export var slow_cooldown = 5
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export var fast_cooldown = 5
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var slow_trail = load("res://Scene/SlowPaint.tscn")
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var fast_trail = load("res://Scene/FastPaint.tscn")
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var slow_cooldown_elapsed = 5
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var fast_cooldown_elapsed = 5
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var follow1;
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var follow2;
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var vel = Vector2.ZERO
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var last_dir = Vector2.ZERO
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var curLife = MAX_LIFE
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var coroutines = []
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enum EInput{
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UP,
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RIGHT,
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DOWN,
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LEFT
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}
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const baseInputs = ["ui_up", "ui_right", "ui_down", "ui_left"]
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var inputs = ["ui_up", "ui_right", "ui_down", "ui_left"]
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onready var animationPlayer = $AnimationPlayer
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onready var animationTree = $AnimationTree
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onready var animationState = animationTree.get("parameters/playback")
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onready var pickupPlayer = $PickupPlayer
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var healthBar = null
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func _ready():
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get_node("ConfusionStars").visible = false
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follow1 = get_node("ConfusionStars/Path2D/PathFollow2D")
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follow2 = get_node("ConfusionStars/Path2D/PathFollow2D2")
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if self.name == "Player1":
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healthBar = get_tree().get_nodes_in_group("healthbar")[0]
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elif self.name == "Player2":
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healthBar = get_tree().get_nodes_in_group("healthbar")[1]
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healthBar.maxHealthUpdated(MAX_LIFE)
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func launch_slow():
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if slow_cooldown_elapsed < slow_cooldown:
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return
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slow_cooldown_elapsed = 0
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var world = get_parent()
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var inst = load("res://Scene/SlowTrail.tscn").instance()
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var dir = get_dir()
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if dir == Vector2.ZERO:
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dir = (last_dir if last_dir != Vector2.ZERO else Vector2.DOWN)
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var angle = acos(dir.dot(Vector2.RIGHT))
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var modifier = 0
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if dir.y < 0:
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modifier += angle * -2
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inst.transform = inst.transform.rotated(angle + modifier)
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inst.position = self.position
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inst.slowFactor = 2
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world.add_child(inst)
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func launch_fast():
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if fast_cooldown_elapsed < fast_cooldown:
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return
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fast_cooldown_elapsed = 0
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var world = get_parent()
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var inst = load("res://Scene/FastTrail.tscn").instance()
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var dir = get_dir()
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if dir == Vector2.ZERO:
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dir = (last_dir if last_dir != Vector2.ZERO else Vector2.DOWN)
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var angle = acos(dir.dot(Vector2.RIGHT))
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var modifier = 0
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if dir.y < 0:
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modifier += angle * -2
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inst.transform = inst.transform.rotated(angle + modifier)
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inst.position = self.position
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inst.fastFactor = 2
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world.add_child(inst)
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func _process(delta):
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follow1.set_offset(follow1.get_offset() + delta * rota_speed)
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follow2.set_offset(follow2.get_offset() + delta * rota_speed)
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if (self.name == "Player1" && Input.get_action_strength("gameplay_slow") > 0) \
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|| (self.name == "Player2" && Input.get_action_strength("gameplay_slow2") > 0):
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launch_slow()
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if (self.name == "Player1" && Input.get_action_strength("gameplay_fast") > 0) \
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|| (self.name == "Player2" && Input.get_action_strength("gameplay_fast2") > 0):
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launch_fast()
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updatePaintEffects(delta)
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curLife -= delta
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slow_cooldown_elapsed += delta
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if curLife <= 0:
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get_node("/root/World/GameManager").endGame()
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healthBar.healthUpdated(curLife)
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func get_dir():
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var input_vector = Vector2.ZERO
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if self.name == "Player1":
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input_vector.x = Input.get_action_strength(inputs[EInput.RIGHT]) - Input.get_action_strength(inputs[EInput.LEFT])
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input_vector.y = Input.get_action_strength(inputs[EInput.DOWN]) - Input.get_action_strength(inputs[EInput.UP])
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elif self.name == "Player2":
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input_vector.x = Input.get_action_strength(inputs[EInput.RIGHT] + "2") - Input.get_action_strength(inputs[EInput.LEFT] + "2")
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input_vector.y = Input.get_action_strength(inputs[EInput.DOWN] + "2") - Input.get_action_strength(inputs[EInput.UP] + "2")
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input_vector = input_vector.normalized()
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return input_vector
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func _physics_process(delta):
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var input_vector = get_dir()
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if input_vector != Vector2.ZERO:
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last_dir = input_vector
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animationTree.set("parameters/Idle/blend_position", input_vector)
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animationTree.set("parameters/Run/blend_position", input_vector)
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animationState.travel("Run")
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vel = vel.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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else:
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animationState.travel("Idle")
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vel = vel.move_toward(Vector2.ZERO, FRICTION * delta)
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vel = move_and_slide(vel)
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func updatePaintEffects(delta):
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var updated = []
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for rout in coroutines:
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if rout != null && rout.is_valid():
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var new_rout = rout.resume(delta)
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if new_rout != null && new_rout.is_valid():
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updated.append(new_rout)
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coroutines.remove(coroutines.find(rout))
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for rout in updated:
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coroutines.append(rout)
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func addCoroutine(routine):
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pickupPlayer.play()
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curLife = MAX_LIFE if (curLife + PICKUP_BONUS > MAX_LIFE) else curLife + PICKUP_BONUS
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coroutines.append(routine)
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