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 = 0.05
var die_launch_force_magnitude_max = 1000
var left_pressed = false
var mat
var target_bounce = 10
var default_gravity = 2
var default_bounciness = 0
var after_stroke = false
var curr_buff = buff.none
var _game: Game = null
enum buff {
none,
stroke,
bounce,
phase,
gravity,
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()
mat.friction = 1
gravity_scale = default_gravity
$PowerUI/PowerBar.hide()
$PowerUI/PowerBar.max_value = die_launch_force_magnitude_max
func _input(event):
if _game.is_post_game():
if event is InputEventMouseButton || event is InputEventKey:
_game.next_level()
translation.x = 0
translation.y = 0
translation.z = 0
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:
left_pressed = true
camrot_v_locked_val = camrot_v
#Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
#mouse_origin = event.global_position
die_launch_force_magnitude = 0
$PowerUI/PowerBar.show()
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 * clamp(die_launch_force_magnitude, 0, die_launch_force_magnitude_max) * die_launch_force_multiplier
self.apply_central_impulse(die_launch_force)
if curr_buff != buff.ball:
self.apply_torque_impulse(die_launch_force)
$PowerUI/PowerBar.hide()
_game.add_stroke()
after_stroke = true
#Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
# add one to counter
if event is InputEventMouseMotion:
camrot_h += -event.relative.x * sensitivity
if left_pressed:
camrot_v = camrot_v_locked_val
die_launch_force_magnitude += event.relative.y * sensitivity
$PowerUI/PowerBar.value = die_launch_force_magnitude
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 dice_is_moving == true and angular_velocity.length() < 0.1 and linear_velocity.length() < 0.1:
if curr_buff != buff.ball:
dice_is_moving = false
revert_current_buff()
if !after_stroke:
return
after_stroke = false
var last_buff = curr_buff
curr_buff = get_buff_from_upwards_side()
if last_buff == curr_buff && curr_buff == buff.stroke:
return
apply_buff()
elif dice_is_moving == false and angular_velocity.length() >= 0.1 and linear_velocity.length() >= 0.1:
dice_is_moving = true
"""
BUFFS
"""
func is_on_side():
if $Plus1.get_overlapping_areas().size() > 0 || $Plus2.get_overlapping_areas().size() > 0 || $Ball1.get_overlapping_areas().size() > 0 || $Ball2.get_overlapping_areas().size() > 0 || $Bounce1.get_overlapping_areas().size() > 0 || $Bounce2.get_overlapping_areas().size() > 0 || $Phase1.get_overlapping_areas().size() > 0 || $Phase2.get_overlapping_areas().size() > 0:
return true
else:
return false
func get_buff_from_upwards_side():
if $Plus1.get_overlapping_areas().size() > 0 || $Plus2.get_overlapping_areas().size() > 0:
return buff.stroke
if $Ball1.get_overlapping_areas().size() > 0 || $Ball2.get_overlapping_areas().size() > 0:
return buff.ball
if $Bounce1.get_overlapping_areas().size() > 0 || $Bounce2.get_overlapping_areas().size() > 0:
return buff.bounce
if $Phase1.get_overlapping_areas().size() > 0 || $Phase2.get_overlapping_areas().size() > 0:
return buff.phase
return buff.none
func low_gravity():
gravity_scale = 0.2
func extra_stroke():
_game.revoke_stroke()
func bounciness():
mat.bounce = target_bounce
func bounciness_revert():
mat.bounce = default_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
angular_velocity = Vector3(0,0,0)
linear_velocity = Vector3(0,0,0)
func ball_revert():
$BallShape.hide()
$BallShape.set_process(false)
$BallShape.disabled = true
func revert_current_buff():
match curr_buff:
buff.ball:
ball_revert()
buff.bounce:
bounciness_revert()
buff.phase:
phase_revert()
buff.gravity:
gravity_scale = default_gravity
func apply_buff():
gravity_scale = default_gravity
match curr_buff:
buff.ball:
ball()
buff.bounce:
bounciness()
buff.phase:
phase()
buff.stroke:
extra_stroke()
buff.gravity:
low_gravity()