broken_seals_2d/game/player/Body.gd

531 lines
14 KiB
GDScript

# Copyright Péter Magyar relintai@gmail.com
# MIT License, functionality from this class needs to be protable to the entity spell system
# Copyright (c) 2019-2020 Péter Magyar
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
extends KinematicBody2D
export(float) var MOUSE_SENSITIVITY : float = 0.05
export(String) var world_path : String = "../.."
export(NodePath) var model_path : NodePath = "Rotation_Helper/Model"
export(NodePath) var character_skeleton_path : NodePath = "Character"
const BASE_SPEED = 60.0
const ray_length = 1000
const ACCEL : float = 100.0
const DEACCEL : float = 100.0
const MOUSE_TARGET_MAX_OFFSET : int = 10
var _on : bool = true
var y_rot : float = 0.0
var vel : Vector2 = Vector2()
var dir : Vector2 = Vector2()
var input_dir : Vector2 = Vector2()
var mouse_dir : Vector2 = Vector2()
var mouse_move_dir : Vector2 = Vector2()
var mouse_left_down : bool = false
var mouse_right_down : bool = false
var touchpad_dir : Vector2 = Vector2()
var mouse_down_delta : Vector2 = Vector2()
var key_left : bool = false
var key_right : bool = false
var key_up : bool = false
var key_down : bool = false
var cursor_grabbed : bool = false
var last_cursor_pos : Vector2 = Vector2()
var mouse_down_pos : Vector2 = Vector2()
var total_down_mouse_delta : Vector2 = Vector2()
var target_movement_direction : Vector2 = Vector2()
var camera : Camera2D
var animation_run : bool = false
var moving : bool = false
var casting_anim : bool = false
var last_mouse_over : Entity = null
var world : Node2D = null
var _controlled : bool = false
var sleep : bool = false
var sleep_recheck_timer : float = 0
var dead : bool = false
var death_timer : float = 0
var entity : Entity
var character_skeleton : CharacterSkeleton2D
var visibility_update_timer : float = 0
var _nameplate : Node = null
func _enter_tree() -> void:
world = get_node(world_path) as Node2D
camera = get_node_or_null("Camera") as Camera2D
character_skeleton = get_node(character_skeleton_path)
entity = get_node("..")
entity.set_character_skeleton(character_skeleton)
# entity.connect("notification_ccast", self, "on_notification_ccast")
entity.connect("diesd", self, "on_diesd")
entity.connect("onc_entity_controller_changed", self, "on_c_controlled_changed")
owner = entity
on_c_controlled_changed()
transform = entity.get_transform_2d(true)
set_physics_process(true)
func _process(delta : float) -> void:
if entity.ai_state == EntityEnums.AI_STATE_OFF:
return
visibility_update_timer += delta
if visibility_update_timer < 1:
return
visibility_update_timer = 0
var vpos : Vector2 = -get_tree().root.canvas_transform.get_origin() + (get_tree().root.get_visible_rect().size / 2) - position
var l : float = vpos.length_squared()
var rs : float = get_tree().root.size.x * get_tree().root.size.x
rs *= 0.3
if l < rs:
if not visible:
show()
set_physics_process(true)
else:
if visible:
hide()
set_physics_process(false)
func _physics_process(delta : float) -> void:
if not _on:
return
if world.initial_generation:
return
if entity.sentity_data == null:
return
if dead:
return
if entity.getc_is_controlled():
process_input(delta)
process_movement_player(delta)
else:
if sleep:
sleep_recheck_timer += delta
if sleep_recheck_timer < 0.5:
return
sleep_recheck_timer = 0
# if world != null:
# if not world.is_position_walkable(transform.origin):
# return
process_movement_mob(delta)
func process_input(delta: float) -> void:
var key_dir : Vector2 = Vector2()
if key_up:
key_dir.y -= 1
if key_down:
key_dir.y += 1
if key_left:
key_dir.x -= 1
if key_right:
key_dir.x += 1
input_dir = key_dir + mouse_dir + touchpad_dir + mouse_move_dir
var state : int = entity.getc_state()
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
input_dir = Vector2()
return
var input_length : float = input_dir.length_squared()
if input_length > 0.1:
#handle_graphic_facing(abs(dir.dot(Vector2(0, 1))) > 0.9)
character_skeleton.move_dir(input_dir)
else:
character_skeleton.stand()
#character_skeleton.get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
#character_skeleton.set_
#character_skeleton.update_facing(input_dir)
func process_movement(delta : float) -> void:
var state : int = entity.getc_state()
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
moving = false
return
if (input_dir.length_squared() > 0.1):
moving = true
# entity.moved()
else:
moving = false
var hvel = vel
var target = dir
target *= entity.get_speed().ccurrent
var accel
if dir.dot(hvel) > 0:
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel = hvel
vel = move_and_slide(vel)
if multiplayer.has_network_peer():
if not multiplayer.is_network_server():
rpc_id(1, "sset_position", position)
else:
sset_position(position)
func process_movement_player(delta : float) -> void:
var state : int = entity.getc_state()
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
moving = false
return
if (input_dir.length_squared() > 0.1):
moving = true
# moved()
else:
moving = false
var hvel = vel
var target = input_dir.normalized()
# target *= 100
target *= entity.getc_speed().current_value / 100.0 * BASE_SPEED
var accel
if dir.dot(hvel) > 0:
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel = hvel
vel = move_and_slide(vel)
if multiplayer.has_network_peer():
if not multiplayer.is_network_server():
rpc_id(1, "sset_position", position)
else:
sset_position(position)
func process_movement_mob(delta : float) -> void:
var state : int = entity.getc_state()
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
moving = false
return
if (target_movement_direction.length_squared() > 0.1):
moving = true
# moved()
else:
moving = false
if not moving and sleep:
return
if moving and sleep:
sleep = false
var hvel = vel
var target = dir.normalized()
target *= entity.getc_speed().current_value / 100.0 * BASE_SPEED
var accel
if dir.dot(hvel) > 0:
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel = hvel
vel = move_and_slide(vel)
sset_position(position)
if vel.length_squared() < 0.12:
sleep = true
func _input(event: InputEvent) -> void:
if not cursor_grabbed:
set_process_input(false)
return
if event is InputEventMouseMotion and event.device != -1:
var s : float = ProjectSettings.get("display/mouse_cursor/sensitivity")
var relx : float = event.relative.x * s
var rely : float = event.relative.y * s
mouse_down_delta.x += relx
mouse_down_delta.y += rely
total_down_mouse_delta.x += relx
total_down_mouse_delta.y += rely
get_tree().set_input_as_handled()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey:
var ievkey : InputEventKey = event as InputEventKey
if ievkey.scancode == KEY_W:
key_up = ievkey.pressed
if ievkey.scancode == KEY_S:
key_down = ievkey.pressed
if ievkey.scancode == KEY_A:
key_left = ievkey.pressed
if ievkey.scancode == KEY_D:
key_right = ievkey.pressed
if event is InputEventMouseMotion and not (mouse_right_down or mouse_left_down) and event.device != -1:
cmouseover(event)
if event is InputEventMouseButton:
if event.button_index == BUTTON_LEFT and event.device != -1:
mouse_left_down = event.pressed
if mouse_left_down:
mouse_dir = (event.position - get_viewport_rect().size / 2).normalized()
else:
mouse_dir = Vector2()
# if event.is_pressed() and event.device != -1:
# if event.button_index == BUTTON_WHEEL_UP:
# camera_pivot.camera_distance_set_delta(-0.2)
# if event.button_index == BUTTON_WHEEL_DOWN:
# camera_pivot.camera_distance_set_delta(0.2)
# if not event.pressed and event.button_index == BUTTON_LEFT and event.device != -1:
# if mouse_down_delta.length() < MOUSE_TARGET_MAX_OFFSET:
# target(event.position)
if event.pressed and event.button_index == BUTTON_RIGHT and event.device != -1:
target(event.position)
if event is InputEventScreenTouch and event.pressed:
target(event.position)
if event is InputEventMouseMotion and mouse_left_down and event.device != -1:
mouse_dir = (event.position - get_viewport_rect().size / 2).normalized()
#update_cursor_mode()
func update_cursor_mode():
if mouse_left_down or mouse_right_down:
if not cursor_grabbed:
set_process_input(true)
total_down_mouse_delta = Vector2()
cursor_grabbed = true
last_cursor_pos = get_viewport().get_mouse_position()
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
if cursor_grabbed:
set_process_input(false)
cursor_grabbed = false
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
get_viewport().warp_mouse(last_cursor_pos)
if total_down_mouse_delta.length_squared() < 8:
target(last_cursor_pos)
func target(position : Vector2):
var space_state = get_world_2d().direct_space_state
var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_collision_layer())
#var results = space_state.intersect_point(position, 32, [], 2)
if results:
for result in results:
if result.collider and result.collider.owner is Entity:
entity.target_crequest_change((result.collider.owner as Node).get_path())
return
entity.target_crequest_change(NodePath())
else:
entity.target_crequest_change(NodePath())
func cmouseover(event):
var space_state = get_world_2d().direct_space_state
var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_collision_layer())
#var results = space_state.intersect_point(position, 32, [], 2)
if results:
for result in results:
if result.collider and result.collider.owner is Entity:
var mo : Entity = result.collider.owner as Entity
if last_mouse_over != null and last_mouse_over != mo:
if is_instance_valid(last_mouse_over):
last_mouse_over.notification_cmouse_exit()
last_mouse_over = null
if last_mouse_over == null:
mo.notification_cmouse_enter()
last_mouse_over = mo
return
if last_mouse_over != null:
last_mouse_over.notification_cmouse_exit()
last_mouse_over = null
func analog_force_change(vector, touchpad):
if touchpad.padname == "TouchPad":
touchpad_dir = vector
touchpad_dir.y *= -1
elif touchpad.padname == "TargetPad":
#try to target
return
#
#func on_notification_ccast(what : int, info : SpellCastInfo) -> void:
# if what == SpellEnums.NOTIFICATION_CAST_STARTED:
# if anim_node_state_machine != null and not casting_anim:
# anim_node_state_machine.travel("casting-loop")
# casting_anim = true
# animation_run = false
# elif what == SpellEnums.NOTIFICATION_CAST_FAILED:
# if anim_node_state_machine != null and casting_anim:
# anim_node_state_machine.travel("idle-loop")
# casting_anim = false
#
# if animation_run:
# anim_node_state_machine.travel("run-loop")
# elif what == SpellEnums.NOTIFICATION_CAST_FINISHED:
# if anim_node_state_machine != null:
# anim_node_state_machine.travel("cast-end")
# casting_anim = false
#
# if animation_run:
# anim_node_state_machine.travel("run-loop")
# elif what == SpellEnums.NOTIFICATION_CAST_SUCCESS:
# if anim_node_state_machine != null:
# anim_node_state_machine.travel("cast-end")
# casting_anim = false
#
# if animation_run:
# anim_node_state_machine.travel("run-loop")
func on_c_controlled_changed():
#create camera and pivot if true
_controlled = entity.getc_is_controlled()
if _controlled:
if _nameplate:
_nameplate.queue_free()
camera = Camera2D.new()
camera.zoom = Vector2(0.9, 0.9)
add_child(camera)
camera.current = true
#var uiscn : PackedScene = ResourceLoader.load("res://ui/player_ui/player_ui.tscn")
#var ui = uiscn.instance()
#add_child(ui)
var ui = DataManager.request_instance(DataManager.PLAYER_UI_INSTANCE)
add_child(ui)
set_process_input(true)
set_process_unhandled_input(true)
else:
if camera:
camera.queue_free()
camera = null
set_process_input(false)
set_process_unhandled_input(false)
var nameplatescn : PackedScene = ResourceLoader.load("res://ui/nameplates/NamePlate.tscn")
_nameplate = nameplatescn.instance()
get_parent().add_child(_nameplate)
func on_diesd(entity):
if dead:
return
dead = true
#anim_node_state_machine.travel("dead")
#set_physics_process(false)
remote func sset_position(pposition : Vector2) -> void:
if multiplayer.network_peer and multiplayer.is_network_server():
entity.vrpc("cset_position", position)
if _controlled:
cset_position(position)
remote func cset_position(pposition : Vector2) -> void:
pposition = pposition