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authorLibravatar IcECreAm777 <31211782+IcECreAm777@users.noreply.github.com>2022-07-17 02:33:03 +0200
committerLibravatar IcECreAm777 <31211782+IcECreAm777@users.noreply.github.com>2022-07-17 02:33:03 +0200
commit0e6b438cbb8d894c5d4d31a50a6e87a89d230b91 (patch)
treec9e6cf1dba7907cd3909e82ead95e770db3e7b7d /godot/scenes/Die.gd
parent612e037bc85b815865c6019eb9be87d731e14d30 (diff)
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very scuffed detection which way the die faces
the mapping of the buffs might be incorrect
Diffstat (limited to 'godot/scenes/Die.gd')
-rw-r--r--godot/scenes/Die.gd82
1 files changed, 75 insertions, 7 deletions
diff --git a/godot/scenes/Die.gd b/godot/scenes/Die.gd
index 407f248..62d1d99 100644
--- a/godot/scenes/Die.gd
+++ b/godot/scenes/Die.gd
@@ -1,4 +1,4 @@
-extends Spatial
+extends RigidBody
const Game = preload("res://scenes/Game.gd")
@@ -14,6 +14,10 @@ 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.
@@ -22,9 +26,13 @@ func _ready():
$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):
+func _input(event):
if event is InputEventKey:
if event.scancode == KEY_TAB:
if event.is_pressed():
@@ -51,11 +59,8 @@ func _input(event):
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)
@@ -69,6 +74,9 @@ func _physics_process(delta):
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)
@@ -76,3 +84,63 @@ func _physics_process(delta):
# 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