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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 mouse_origin = Vector2(0,0)
var die_launch_force_magnitude = 0
var die_launch_force_direction = Vector3(0,0,0)
var die_launch_force = Vector3(0,0,0)
var die_launch_force_multiplier = 0.001
var left_pressed = false
var mat
var target_bounce = 1
var previous_bounciness = 0
var _game: Game = null
enum buff {
none,
stroke,
bounce,
phase,
ball
}
# 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()
func _input(event):
if _game.is_post_game():
if event is InputEventMouseButton || event is InputEventKey:
_game.next_level()
return
if event is InputEventKey:
if event.scancode == KEY_TAB:
if event.is_pressed():
_game.open_scoreboard()
else:
_game.close_scoreboard()
return
if event is InputEventMouseButton and dice_is_moving == false:
if event.is_pressed() and left_pressed == false:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
mouse_origin = event.global_position
camrot_v_locked_val = camrot_v
left_pressed = true
else:
left_pressed = false
die_launch_force_magnitude = -(mouse_origin.y - event.global_position.y)
die_launch_force_direction = $CamRoot/Horizontal/Vertical/Camera.get_global_transform().basis
die_launch_force_direction = -die_launch_force_direction.z
die_launch_force = die_launch_force_direction * die_launch_force_magnitude * die_launch_force_multiplier
self.apply_impulse(global_transform.origin, die_launch_force)
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
_game.add_stroke()
if event is InputEventMouseMotion:
camrot_h += -event.relative.x * sensitivity
if left_pressed:
camrot_v = camrot_v_locked_val
else:
camrot_v += -event.relative.y * sensitivity
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 + 5
$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_buff_from_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_buff_from_upwards_side():
if $Plus1.get_overlapping_areas().size() > 0 || $Plus2.get_overlapping_areas().size() > 0:
print("buff: plus")
return buff.stroke
if $Ball1.get_overlapping_areas().size() > 0 || $Ball2.get_overlapping_areas().size() > 0:
print("buff: ball")
return buff.ball
if $Bounce1.get_overlapping_areas().size() > 0 || $Bounce2.get_overlapping_areas().size() > 0:
print("buff: bounce")
return buff.bounce
if $Phase1.get_overlapping_areas().size() > 0 || $Phase2.get_overlapping_areas().size() > 0:
print("buff: phase")
return buff.phase
return buff.none
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
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