aboutsummaryrefslogtreecommitdiffstats
path: root/godot/scenes/Die.gd
blob: 3b3a5e73a3b8c16843508594ccf280f15d648745 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
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 = 0.5
var dice_is_moving = 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 = 10
var default_gravity = 2
var default_bounciness = 0
var after_stroke = false

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)
	_game = get_node("/root/Game")
	mat = get_physics_material_override()
	mat.friction = 1
	gravity_scale = default_gravity
	$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()

		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()
			_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
		if left_pressed:
			camrot_v = camrot_v_locked_val
			die_launch_force_magnitude += event.relative.y * sensitivity
			$PowerUI/PowerBar.value = die_launch_force_magnitude
		else:
			camrot_v += -event.relative.y * sensitivity
			

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
	
	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
		after_stroke = false
		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


"""
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.phase
		
	return buff.none


func low_gravity():
	gravity_scale = 0.2

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:
			gravity_scale = default_gravity

func apply_buff():
	gravity_scale = default_gravity
	match curr_buff:
		buff.ball:
			ball()
		buff.bounce:
			bounciness()
		buff.phase:
			phase()
		buff.stroke:
			extra_stroke()
		buff.gravity:
			low_gravity()