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-rw-r--r--godot/scenes/Die.gd86
1 files changed, 71 insertions, 15 deletions
diff --git a/godot/scenes/Die.gd b/godot/scenes/Die.gd
index 3b3a5e7..3591cba 100644
--- a/godot/scenes/Die.gd
+++ b/godot/scenes/Die.gd
@@ -7,8 +7,11 @@ 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 sensitivity_cam = 0.5
+var sensitivity_charge = 2
+var dice_is_moving = true
+var dice_is_still_since = 0
+var dice_still_timing = false
var last_frame_position = Vector3(1.0,1.0,1.0)
var mouse_origin = Vector2(0,0)
var die_launch_force_magnitude = 0
@@ -18,10 +21,10 @@ 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 target_bounce = 1
var default_gravity = 2
var default_bounciness = 0
-var after_stroke = false
+var after_stroke = true
var curr_buff = buff.none
@@ -41,10 +44,12 @@ func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
$CamRoot/Horizontal/Vertical/Camera.add_exception(self)
$CamRoot.set_as_toplevel(true)
+ $PowerUI3D.set_as_toplevel(true)
_game = get_node("/root/Game")
mat = get_physics_material_override()
mat.friction = 1
gravity_scale = default_gravity
+ $PowerUI3D/Arrow.hide()
$PowerUI/PowerBar.hide()
$PowerUI/PowerBar.max_value = die_launch_force_magnitude_max
@@ -72,6 +77,8 @@ func _input(event):
#mouse_origin = event.global_position
die_launch_force_magnitude = 0
$PowerUI/PowerBar.show()
+ draw_arrow()
+ $PowerUI3D/Arrow.show()
else:
left_pressed = false
@@ -83,19 +90,21 @@ func _input(event):
if curr_buff != buff.ball:
self.apply_torque_impulse(die_launch_force)
$PowerUI/PowerBar.hide()
+ $PowerUI3D/Arrow.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
+ camrot_h += -event.relative.x * sensitivity_cam
if left_pressed:
camrot_v = camrot_v_locked_val
- die_launch_force_magnitude += event.relative.y * sensitivity
+ die_launch_force_magnitude += event.relative.y * sensitivity_charge
$PowerUI/PowerBar.value = die_launch_force_magnitude
+ draw_arrow()
else:
- camrot_v += -event.relative.y * sensitivity
+ camrot_v += -event.relative.y * sensitivity_cam
func _physics_process(delta):
@@ -106,22 +115,69 @@ func _physics_process(delta):
$CamRoot.translation.x = translation.x
$CamRoot.translation.y = translation.y + 5
$CamRoot.translation.z = translation.z
+ $PowerUI3D.translation.x = translation.x
+ $PowerUI3D.translation.y = translation.y
+ $PowerUI3D.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
- if !after_stroke:
- return
+ if dice_is_moving == true and dice_still_timing == false and angular_velocity.length() < 0.1 and linear_velocity.length() < 0.1:
+ print("stop morbin and start timing")
+ dice_is_still_since = OS.get_ticks_msec()
+ dice_still_timing = true
+
+ elif dice_is_moving == false and after_stroke and (angular_velocity.length() >= 0.1 or linear_velocity.length() >= 0.1):
+ print("start morbin")
+ dice_still_timing = false
+ dice_is_moving = true
+ $PowerUI3D/SpriteCircles.hide()
+
+ if after_stroke && dice_still_timing == true && (OS.get_ticks_msec() - dice_is_still_since) > 200:
+ print("stop timing while not morbin")
+ dice_is_moving = false
after_stroke = false
+ dice_still_timing = false
+ $PowerUI3D/SpriteCircles.show()
revert_current_buff()
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
+
+
+# Called every frame. 'delta' is the elapsed time since the previous frame.
+func _process(delta):
+ var rot = $CamRoot/Horizontal/Vertical/Camera.get_global_transform().basis.get_euler()
+ $PowerUI3D.rotation_degrees.y = rad2deg(rot.y) + 180
+
+func draw_arrow():
+ var l = 1 + 5 * clamp(die_launch_force_magnitude, 0, die_launch_force_magnitude_max) / die_launch_force_magnitude_max
+ var vertices = PoolVector3Array([
+ # base left
+ Vector3( 0.2, 0, 0),
+ Vector3( 0.2, 0, l),
+ Vector3(-0.2, 0, l),
+ # base right
+ Vector3( 0.2, 0, 0),
+ Vector3(-0.2, 0, l),
+ Vector3(-0.2, 0, 0),
+ # tip
+ Vector3( 0.4, 0, l),
+ Vector3(-0.0, 0, l + 0.4),
+ Vector3(-0.4, 0, l),
+ ])
+ var st = SurfaceTool.new()
+ var m = SpatialMaterial.new()
+ var color = Color(0.9, 0.1, 0.1)
+ m.albedo_color = color
+ st.begin(Mesh.PRIMITIVE_TRIANGLES)
+ st.set_material(m)
+ for v in vertices.size():
+ st.add_color(color)
+ st.add_uv(Vector2(0,0))
+ st.add_vertex(vertices[v])
+ var tmpMesh = Mesh.new()
+ st.commit(tmpMesh)
+ $PowerUI3D/Arrow.mesh = tmpMesh
"""