mirror of
https://github.com/Relintai/broken_seals_roguelike.git
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314 lines
8.4 KiB
GDScript
314 lines
8.4 KiB
GDScript
# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019-2020 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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extends KinematicBody2D
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export(String) var world_path : String = "../.."
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export(NodePath) var character_skeleton_path : NodePath = "Character"
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const BASE_SPEED = 60.0
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const MOUSE_TARGET_MAX_OFFSET : int = 10
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var input_direction : Vector2
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var target_position : Vector2
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var path : PoolVector2Array
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var current_movement_target : Vector2
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var camera : Camera2D
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var last_mouse_over : Entity = null
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var world : Navigation2D = null
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var _controlled : bool = false
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var sleep : bool = false
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var sleep_recheck_timer : float = 0
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var dead : bool = false
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var death_timer : float = 0
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var entity : Entity
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var character_skeleton : CharacterSkeleton2D
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var visibility_update_timer : float = randi()
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var ray : RayCast2D
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func _enter_tree() -> void:
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ray = $Ray
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world = get_node(world_path) as Node
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camera = get_node_or_null("Camera") as Camera2D
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character_skeleton = get_node(character_skeleton_path)
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entity = get_node("..")
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entity.set_character_skeleton(character_skeleton)
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# entity.connect("notification_ccast", self, "on_notification_ccast")
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entity.connect("diesd", self, "on_diesd")
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entity.connect("isc_controlled_changed", self, "on_c_controlled_changed")
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owner = entity
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on_c_controlled_changed(entity.c_is_controlled)
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transform = entity.get_transform_2d(true)
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set_physics_process(true)
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set_process_input(false)
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set_process_unhandled_input(false)
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func _process(delta : float) -> void:
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if entity.ai_state == EntityEnums.AI_STATE_OFF:
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return
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visibility_update_timer += delta
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if visibility_update_timer < 1:
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return
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visibility_update_timer = 0
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var vpos : Vector2 = -get_tree().root.canvas_transform.get_origin() + (get_tree().root.get_visible_rect().size / 2) - position
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var l : float = vpos.length_squared()
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var rs : float = get_tree().root.size.x * get_tree().root.size.x
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rs *= 0.3
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if l < rs:
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if not visible:
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show()
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set_physics_process(true)
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else:
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if visible:
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hide()
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set_physics_process(false)
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func _physics_process(delta : float) -> void:
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if entity.sentity_data == null:
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return
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if dead:
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return
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if entity.c_is_controlled:
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process_movement(delta)
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else:
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if sleep:
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sleep_recheck_timer += delta
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if sleep_recheck_timer < 0.5:
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return
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sleep_recheck_timer = 0
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# if world != null:
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# if not world.is_position_walkable(transform.origin):
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# return
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process_movement(delta)
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func process_movement(delta : float) -> void:
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var state : int = entity.getc_state()
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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return
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#
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# if (input_dir.length_squared() > 0.1):
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# moving = true
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## entity.moved()
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# else:
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# moving = false
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#
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# var hvel = vel
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#
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# var target = dir
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# target *= entity.get_speed().ccurrent
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#
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# var accel
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# if dir.dot(hvel) > 0:
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# accel = ACCEL
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# else:
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# accel = DEACCEL
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#
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# hvel = hvel.linear_interpolate(target, accel*delta)
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# vel = hvel
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# vel = move_and_slide(vel)
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# if input_length > 0.1:
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# #handle_graphic_facing(abs(dir.dot(Vector2(0, 1))) > 0.9)
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# character_skeleton.update_facing(input_dir)
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#
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# character_skeleton.get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
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#
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# if multiplayer.has_network_peer():
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# if not multiplayer.is_network_server():
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# rpc_id(1, "sset_position", position)
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# else:
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# sset_position(position)
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey:
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var ievkey : InputEventKey = event as InputEventKey
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if ievkey.echo:
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return
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var val : int = 1
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if not event.pressed:
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val = -1
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if ievkey.scancode == KEY_W:
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input_direction.y -= val
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if ievkey.scancode == KEY_S:
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input_direction.y += val
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if ievkey.scancode == KEY_A:
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input_direction.x -= val
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if ievkey.scancode == KEY_D:
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input_direction.x += val
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if event is InputEventMouseMotion and event.device != -1:
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cmouseover(event)
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if event is InputEventMouseButton:
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if event.button_index == BUTTON_WHEEL_DOWN and event.device != -1:
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if camera == null:
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return
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if camera.zoom.x >= 1:
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return
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else:
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camera.zoom += Vector2(event.factor, event.factor) * 0.01
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elif event.button_index == BUTTON_WHEEL_UP and event.device != -1:
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if camera == null:
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return
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if camera.zoom.x <= 0.2:
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return
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else:
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camera.zoom -= Vector2(event.factor, event.factor) * 0.01
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elif event.button_index == BUTTON_LEFT and event.device != -1:
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if event.pressed:
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target(event.position)
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# if not event.pressed and event.button_index == BUTTON_LEFT and event.device != -1:
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# if mouse_down_delta.length() < MOUSE_TARGET_MAX_OFFSET:
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# target(event.position)
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if event.pressed and event.button_index == BUTTON_RIGHT and event.device != -1:
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target(event.position)
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if event is InputEventScreenTouch and event.pressed:
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target(event.position)
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func target(position : Vector2) -> bool:
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var space_state = get_world_2d().direct_space_state
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var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_collision_layer())
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#var results = space_state.intersect_point(position, 32, [], 2)
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if results:
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for result in results:
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if result.collider and result.collider.owner is Entity:
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entity.target_crequest_change((result.collider.owner as Node).get_path())
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return true
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entity.target_crequest_change(NodePath())
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else:
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entity.target_crequest_change(NodePath())
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return false
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func cmouseover(event):
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var space_state = get_world_2d().direct_space_state
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var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_collision_layer())
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#var results = space_state.intersect_point(position, 32, [], 2)
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if results:
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for result in results:
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if result.collider and result.collider.owner is Entity:
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var mo : Entity = result.collider.owner as Entity
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if last_mouse_over != null and last_mouse_over != mo:
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if is_instance_valid(last_mouse_over):
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last_mouse_over.notification_cmouse_exit()
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last_mouse_over = null
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if last_mouse_over == null:
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mo.notification_cmouse_enter()
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last_mouse_over = mo
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return
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if last_mouse_over != null:
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last_mouse_over.notification_cmouse_exit()
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last_mouse_over = null
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func on_c_controlled_changed(val):
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#create camera and pivot if true
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_controlled = val
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if val:
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camera = Camera2D.new()
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# camera.zoom = Vector2(0.6, 0.6)
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camera.zoom = get_node("/root/Main").get_world_scale()
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add_child(camera)
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camera.current = true
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var uiscn : PackedScene = ResourceLoader.load("res://ui/player_ui/player_ui.tscn")
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var ui = uiscn.instance()
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add_child(ui)
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set_process_input(true)
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set_process_unhandled_input(true)
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else:
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if camera:
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camera.queue_free()
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camera = null
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set_process_input(false)
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set_process_unhandled_input(false)
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var nameplatescn : PackedScene = ResourceLoader.load("res://ui/nameplates/NamePlate.tscn")
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var nameplate = nameplatescn.instance()
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get_parent().add_child(nameplate)
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remote func sset_position(pposition : Vector2) -> void:
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if multiplayer.network_peer and multiplayer.is_network_server():
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entity.vrpc("cset_position", position)
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if _controlled:
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cset_position(position)
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remote func cset_position(pposition : Vector2) -> void:
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pposition = pposition
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