aboutsummaryrefslogblamecommitdiffstats
path: root/godot/scenes/Die.gd
blob: 558af148aa7ecf7557405c9219591114a3bca883 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
                 
 

                                            







                                              
                               



                                               
                                        
                        
 



                           

                      




                                                                
                                      

                                              

                                                                    
 
 
                   
        




                                                                            






                                                        


                                                                      
                                           





                                                                       

                                            
                                                                                                 

                                                                                                                     
                                                                                                                                                                          
                                                                    


                                                                        




                                                           

                                                                                    

                                                                   
                        
 




                                                                  

                                                  

                                              
                                                                                                           
                                      


                                                                                                                
                
 




                                                                           






                        
                































                                           
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 = 500
var left_pressed = false

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()
	$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()
			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)
			$PowerUI/PowerBar.hide()
			#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() < 0.01 and linear_velocity.length() < 0.01:
		dice_is_moving = false
		get_upwards_side()
	elif dice_is_moving == false and angular_velocity.length() >= 0.01 and linear_velocity.length() >= 0.01:
		dice_is_moving = true
		



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


"""
BUFFS
"""

func get_upwards_side():
	return 0


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