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path: root/godot/scenes/Die.gd
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extends RigidBody

const Game = preload("res://scenes/Game.gd")

var camrot_h = 0
var camrot_v = 0
var camrot_v_locked_val = 0
var cam_v_min = -90
var cam_v_max = 90
var sensitivity = 0.5
var dice_is_moving = false
var last_frame_position = Vector3(1.0,1.0,1.0)
var dragging = false
var mouse_origin = Vector2(0,0)
var dice_launch_force = 0

var mat
var target_bounce = 1
var previous_bounciness = 0

var _game: Game = null

# Called when the node enters the scene tree for the first time.
func _ready():
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
	$CamRoot/Horizontal/Vertical/Camera.add_exception(self)
	$CamRoot.set_as_toplevel(true)
	_game = get_node("/root/Game")
	mat = get_physics_material_override()
	previous_bounciness = mat.get_bounce()
	
	ball()


func _input(event):	
	if event is InputEventKey:
		if event.scancode == KEY_TAB:
			if event.is_pressed():
				_game.open_scoreboard()
			else:
				_game.close_scoreboard()
	
	if event is InputEventMouseMotion:
		camrot_h += -event.relative.x * sensitivity
		camrot_v += -event.relative.y * sensitivity
	
	if dice_is_moving == false:
		if event is InputEventMouseMotion and dragging:
			# While dragging, move the sprite with the mouse.
			dice_launch_force = mouse_origin.distance_to(event.global_position)
			camrot_v = camrot_v_locked_val
		elif event is InputEventMouseButton and event.button_index == BUTTON_LEFT:
			Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
			mouse_origin = event.global_position
			camrot_v_locked_val = camrot_v
			if not dragging and event.pressed:
				dragging = true
			# Stop dragging if the button is released.
			elif dragging and not event.pressed:
				dragging = false
				Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)


func _physics_process(delta):
	camrot_v = clamp(camrot_v, cam_v_min, cam_v_max)
	
	$CamRoot/Horizontal.rotation_degrees.y = camrot_h
	$CamRoot/Horizontal/Vertical.rotation_degrees.x = camrot_v
	$CamRoot.translation.x = translation.x
	$CamRoot.translation.y = translation.y
	$CamRoot.translation.z = translation.z
	
	if last_frame_position != Vector3(translation.x, translation.y, translation.x):
		dice_is_moving = true
	else:
		dice_is_moving = false
		
		if angular_velocity.length() == 0:
			get_upwards_side()
	
	last_frame_position = Vector3(translation.x, translation.y, translation.x)


# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
#	pass


"""
BUFFS
"""

func get_upwards_side():
	var forward = -global_transform.basis.z
	
	var up = forward.angle_to(Vector3.UP)
	var down = forward.angle_to(Vector3.DOWN)
	var left = forward.angle_to(Vector3.LEFT)
	var right = forward.angle_to(Vector3.RIGHT)
	var forw = forward.angle_to(Vector3.FORWARD)
	var back = forward.angle_to(Vector3.BACK)
	
	# 0 = ball, 1 = phase, 2 = bounce
	var dictionary = {
		up: 0,
		down: 1,
		left: 2,
		right: 0,
		forw: 1,
		back: 2
	}
	
	var smallest = dictionary.keys().min()
	return dictionary[smallest]


func extra_stroke():
	_game.revoke_stroke()


func bounciness():
	mat.set_bounce(target_bounce)


func bounciness_revert():
	mat.set_bounce(previous_bounciness)


func phase():
	set_collision_layer_bit(2, false)


func phase_revert():
	set_collision_layer_bit(2, true)


func ball():
	$BallShape.show()
	$BallShape.set_process(true)
	$BallShape.disabled = false


func ball_revert():
	$BallShape.hide()
	$BallShape.set_process(false)
	$BallShape.disabled = true