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-rw-r--r--godot/scenes/Die.gd82
-rw-r--r--godot/scenes/Die.tscn32
2 files changed, 100 insertions, 14 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
diff --git a/godot/scenes/Die.tscn b/godot/scenes/Die.tscn
index 813f7b7..2d73734 100644
--- a/godot/scenes/Die.tscn
+++ b/godot/scenes/Die.tscn
@@ -1,8 +1,13 @@
-[gd_scene load_steps=5 format=2]
+[gd_scene load_steps=8 format=2]
[ext_resource path="res://scenes/Die.gd" type="Script" id=1]
[ext_resource path="res://assets/game_objects/W8baseColor_Mat.material" type="Material" id=2]
+[sub_resource type="PhysicsMaterial" id=3]
+
+[sub_resource type="ConvexPolygonShape" id=2]
+points = PoolVector3Array( -0.0850063, -0.879389, -0.0282584, 0.0288993, 0.929375, 0.0289349, 0.0288993, 0.929375, -0.0289349, 0.929367, -0.0289314, 0.0289314, -0.0289784, -0.0289338, 0.929338, -0.929369, 0.028929, 0.028929, 0.0288993, -0.0289349, -0.929375, 0.0288993, -0.929375, 0.0289349, -0.0850063, 0.0282584, -0.879389, 0.0282247, 0.084959, 0.87945, 0.857489, 0.056933, -0.0855785, -0.879454, -0.0849424, 0.0282549, 0.0570775, -0.885814, -0.0571088, 0.0570775, -0.0571088, 0.885814, -0.0571532, 0.885743, -0.0571043, -0.0571532, 0.885743, 0.0571043, 0.0570775, 0.0571088, -0.885814, -0.885806, -0.057097, -0.057097, 0.879446, 0.0849494, 0.0282572, 0.857335, -0.0571018, -0.0855632, -0.0571532, 0.0571043, 0.885743, -0.0571532, -0.885743, 0.0571043, -0.885806, 0.057097, -0.057097, -0.0571532, -0.0571043, -0.885743, 0.0570775, 0.0571088, 0.885814, -0.0571532, -0.885743, -0.0571043, -0.0571532, 0.0571043, -0.885743, 0.0570775, -0.885814, 0.0571088, 0.0570775, 0.885814, 0.0571088, -0.0571532, -0.0571043, 0.885743, -0.885806, 0.057097, 0.057097, 0.0570775, 0.885814, -0.0571088, 0.0570775, -0.0571088, -0.885814, 0.857335, -0.0571018, 0.0855632, -0.885806, -0.057097, 0.057097, 0.857489, 0.056933, 0.0855785, 0.929425, 0.0287513, -0.0289333, 0.929367, -0.0289314, -0.0289314, -0.0289784, 0.929338, -0.0289338, 0.0288993, 0.0289349, -0.929375, -0.929369, -0.028929, -0.028929, -0.0283039, -0.87942, -0.0849561, 0.084933, 0.0282608, 0.879461, -0.0289784, 0.929338, 0.0289338, -0.0289784, -0.0289338, -0.929338, -0.0289784, 0.0289338, 0.929338, 0.0288993, -0.0289349, 0.929375, 0.0288993, -0.929375, -0.0289349, -0.0289784, -0.929338, 0.0289338, -0.929369, 0.028929, -0.028929, -0.0283039, 0.0849561, -0.87942, -0.879454, -0.0282549, 0.0849424, 0.879512, 0.0280816, 0.0849558, 0.879446, -0.0849494, -0.0282572, -0.0282988, -0.822574, 0.141805, 0.17021, 0.0280745, -0.794261, -0.879454, 0.0849424, -0.0282549, -0.0283039, 0.87942, 0.0849561, 0.0282247, 0.87945, -0.084959, 0.0282247, -0.084959, -0.87945, -0.879454, -0.0282549, -0.0849424, -0.0850063, 0.0282584, 0.879389, -0.0850063, 0.879389, 0.0282584, 0.084933, -0.0282608, 0.879461 )
+
[sub_resource type="ArrayMesh" id=1]
resource_name = "W8_Cone"
surfaces/0 = {
@@ -18,19 +23,32 @@ surfaces/0 = {
"vertex_count": 68
}
-[sub_resource type="ConvexPolygonShape" id=2]
-points = PoolVector3Array( -0.0850063, -0.879389, -0.0282584, 0.0288993, 0.929375, 0.0289349, 0.0288993, 0.929375, -0.0289349, 0.929367, -0.0289314, 0.0289314, -0.0289784, -0.0289338, 0.929338, -0.929369, 0.028929, 0.028929, 0.0288993, -0.0289349, -0.929375, 0.0288993, -0.929375, 0.0289349, -0.0850063, 0.0282584, -0.879389, 0.0282247, 0.084959, 0.87945, 0.857489, 0.056933, -0.0855785, -0.879454, -0.0849424, 0.0282549, 0.0570775, -0.885814, -0.0571088, 0.0570775, -0.0571088, 0.885814, -0.0571532, 0.885743, -0.0571043, -0.0571532, 0.885743, 0.0571043, 0.0570775, 0.0571088, -0.885814, -0.885806, -0.057097, -0.057097, 0.879446, 0.0849494, 0.0282572, 0.857335, -0.0571018, -0.0855632, -0.0571532, 0.0571043, 0.885743, -0.0571532, -0.885743, 0.0571043, -0.885806, 0.057097, -0.057097, -0.0571532, -0.0571043, -0.885743, 0.0570775, 0.0571088, 0.885814, -0.0571532, -0.885743, -0.0571043, -0.0571532, 0.0571043, -0.885743, 0.0570775, -0.885814, 0.0571088, 0.0570775, 0.885814, 0.0571088, -0.0571532, -0.0571043, 0.885743, -0.885806, 0.057097, 0.057097, 0.0570775, 0.885814, -0.0571088, 0.0570775, -0.0571088, -0.885814, 0.857335, -0.0571018, 0.0855632, -0.885806, -0.057097, 0.057097, 0.857489, 0.056933, 0.0855785, 0.929425, 0.0287513, -0.0289333, 0.929367, -0.0289314, -0.0289314, -0.0289784, 0.929338, -0.0289338, 0.0288993, 0.0289349, -0.929375, -0.929369, -0.028929, -0.028929, -0.0283039, -0.87942, -0.0849561, 0.084933, 0.0282608, 0.879461, -0.0289784, 0.929338, 0.0289338, -0.0289784, -0.0289338, -0.929338, -0.0289784, 0.0289338, 0.929338, 0.0288993, -0.0289349, 0.929375, 0.0288993, -0.929375, -0.0289349, -0.0289784, -0.929338, 0.0289338, -0.929369, 0.028929, -0.028929, -0.0283039, 0.0849561, -0.87942, -0.879454, -0.0282549, 0.0849424, 0.879512, 0.0280816, 0.0849558, 0.879446, -0.0849494, -0.0282572, -0.0282988, -0.822574, 0.141805, 0.17021, 0.0280745, -0.794261, -0.879454, 0.0849424, -0.0282549, -0.0283039, 0.87942, 0.0849561, 0.0282247, 0.87945, -0.084959, 0.0282247, -0.084959, -0.87945, -0.879454, -0.0282549, -0.0849424, -0.0850063, 0.0282584, 0.879389, -0.0850063, 0.879389, 0.0282584, 0.084933, -0.0282608, 0.879461 )
+[sub_resource type="SphereShape" id=4]
+
+[sub_resource type="SphereMesh" id=5]
[node name="Die" type="RigidBody"]
+collision_mask = 3
+physics_material_override = SubResource( 3 )
script = ExtResource( 1 )
-[node name="Cone" type="MeshInstance" parent="."]
+[node name="CollisionShape" type="CollisionShape" parent="."]
+shape = SubResource( 2 )
+
+[node name="Cone" type="MeshInstance" parent="CollisionShape"]
mesh = SubResource( 1 )
-skeleton = NodePath("../..")
+skeleton = NodePath("../../..")
material/0 = null
-[node name="CollisionShape" type="CollisionShape" parent="."]
-shape = SubResource( 2 )
+[node name="BallShape" type="CollisionShape" parent="."]
+visible = false
+shape = SubResource( 4 )
+disabled = true
+
+[node name="Ball" type="MeshInstance" parent="BallShape"]
+mesh = SubResource( 5 )
+skeleton = NodePath("../..")
+material/0 = null
[node name="CamRoot" type="Spatial" parent="."]