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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_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
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 = 1000
var left_pressed = false
var mat
var target_bounce = 1
var default_gravity = 2
var default_bounciness = 0
var after_stroke = true
var curr_buff = buff.none
var _game: Game = null
enum buff {
none,
stroke,
bounce,
phase,
gravity,
ball
}
# 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)
$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
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()
draw_arrow()
$PowerUI3D/Arrow.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)
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_cam
if left_pressed:
camrot_v = camrot_v_locked_val
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_cam
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
$PowerUI3D.translation.x = translation.x
$PowerUI3D.translation.y = translation.y
$PowerUI3D.translation.z = translation.z
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 not(last_buff == curr_buff && curr_buff == buff.stroke):
apply_buff()
# 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
"""
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
if $Phase1.get_overlapping_areas().size() > 0 || $Phase2.get_overlapping_areas().size() > 0:
return buff.gravity
return buff.none
func low_gravity():
gravity_scale = 0.3 * default_gravity
func low_gravity_revert():
gravity_scale = default_gravity
func extra_stroke():
_game.revoke_stroke()
func bounciness():
mat.bounce = target_bounce
func bounciness_revert():
mat.bounce = default_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
angular_velocity = Vector3(0,0,0)
linear_velocity = Vector3(0,0,0)
func ball_revert():
$BallShape.hide()
$BallShape.set_process(false)
$BallShape.disabled = true
func revert_current_buff():
match curr_buff:
buff.ball:
ball_revert()
buff.bounce:
bounciness_revert()
buff.phase:
phase_revert()
buff.gravity:
low_gravity_revert()
func apply_buff():
match curr_buff:
buff.ball:
ball()
buff.bounce:
bounciness()
buff.phase:
phase()
buff.stroke:
extra_stroke()
buff.gravity:
low_gravity()
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