diff options
Diffstat (limited to '')
-rw-r--r-- | godot/scenes/Die.gd | 48 |
1 files changed, 34 insertions, 14 deletions
diff --git a/godot/scenes/Die.gd b/godot/scenes/Die.gd index 76c1474..1f82417 100644 --- a/godot/scenes/Die.gd +++ b/godot/scenes/Die.gd @@ -15,12 +15,12 @@ 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 die_launch_force_magnitude_max = 1000 var left_pressed = false - var mat -var target_bounce = 1 -var previous_bounciness = 0 +var target_bounce = 10 +var default_gravity = 2 +var default_bounciness = 0 var curr_buff = buff.none @@ -31,6 +31,7 @@ enum buff { stroke, bounce, phase, + gravity, ball } @@ -41,7 +42,8 @@ func _ready(): $CamRoot.set_as_toplevel(true) _game = get_node("/root/Game") mat = get_physics_material_override() - previous_bounciness = mat.get_bounce() + mat.friction = 1 + gravity_scale = default_gravity $PowerUI/PowerBar.hide() $PowerUI/PowerBar.max_value = die_launch_force_magnitude_max @@ -77,6 +79,8 @@ func _input(event): 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() #Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) @@ -101,13 +105,14 @@ func _physics_process(delta): $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 + 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() curr_buff = get_buff_from_upwards_side() apply_buff() - elif dice_is_moving == false and angular_velocity.length() >= 0.01 and linear_velocity.length() >= 0.01: + elif dice_is_moving == false and angular_velocity.length() >= 0.1 and linear_velocity.length() >= 0.1: dice_is_moving = true @@ -120,29 +125,37 @@ func _physics_process(delta): 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 + return buff.gravity 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.set_bounce(target_bounce) + mat.bounce = target_bounce func bounciness_revert(): - mat.set_bounce(previous_bounciness) + mat.bounce = default_bounciness func phase(): @@ -157,6 +170,8 @@ 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(): @@ -165,6 +180,7 @@ func ball_revert(): $BallShape.disabled = true + func revert_current_buff(): match curr_buff: buff.ball: @@ -173,15 +189,19 @@ func revert_current_buff(): bounciness_revert() buff.phase: phase_revert() - + buff.gravity: + gravity_scale = default_gravity func apply_buff(): match curr_buff: buff.ball: + gravity_scale = default_gravity ball() buff.bounce: + gravity_scale = default_gravity bounciness() buff.phase: phase() + gravity_scale = default_gravity buff.stroke: - extra_stroke() + low_gravity() |