broken_seals_roguelike/game/player/Body.gd

314 lines
8.4 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(String) var world_path : String = "../.."
export(NodePath) var character_skeleton_path : NodePath = "Character"
const BASE_SPEED = 60.0
const MOUSE_TARGET_MAX_OFFSET : int = 10
var input_direction : Vector2
var target_position : Vector2
var path : PoolVector2Array
var current_movement_target : Vector2
var camera : Camera2D
var last_mouse_over : Entity = null
var world : Navigation2D = 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 = randi()
var ray : RayCast2D
func _enter_tree() -> void:
ray = $Ray
world = get_node(world_path) as Node
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("isc_controlled_changed", self, "on_c_controlled_changed")
owner = entity
on_c_controlled_changed(entity.c_is_controlled)
transform = entity.get_transform_2d(true)
set_physics_process(true)
set_process_input(false)
set_process_unhandled_input(false)
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 entity.sentity_data == null:
return
if dead:
return
if entity.c_is_controlled:
process_movement(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(delta)
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:
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 input_length > 0.1:
# #handle_graphic_facing(abs(dir.dot(Vector2(0, 1))) > 0.9)
# character_skeleton.update_facing(input_dir)
#
# character_skeleton.get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
#
# if multiplayer.has_network_peer():
# if not multiplayer.is_network_server():
# rpc_id(1, "sset_position", position)
# else:
# sset_position(position)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey:
var ievkey : InputEventKey = event as InputEventKey
if ievkey.echo:
return
var val : int = 1
if not event.pressed:
val = -1
if ievkey.scancode == KEY_W:
input_direction.y -= val
if ievkey.scancode == KEY_S:
input_direction.y += val
if ievkey.scancode == KEY_A:
input_direction.x -= val
if ievkey.scancode == KEY_D:
input_direction.x += val
if event is InputEventMouseMotion and event.device != -1:
cmouseover(event)
if event is InputEventMouseButton:
if event.button_index == BUTTON_WHEEL_DOWN and event.device != -1:
if camera == null:
return
if camera.zoom.x >= 1:
return
else:
camera.zoom += Vector2(event.factor, event.factor) * 0.01
elif event.button_index == BUTTON_WHEEL_UP and event.device != -1:
if camera == null:
return
if camera.zoom.x <= 0.2:
return
else:
camera.zoom -= Vector2(event.factor, event.factor) * 0.01
elif event.button_index == BUTTON_LEFT and event.device != -1:
if event.pressed:
target(event.position)
# 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)
func target(position : Vector2) -> bool:
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 true
entity.target_crequest_change(NodePath())
else:
entity.target_crequest_change(NodePath())
return false
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 on_c_controlled_changed(val):
#create camera and pivot if true
_controlled = val
if val:
camera = Camera2D.new()
# camera.zoom = Vector2(0.6, 0.6)
camera.zoom = get_node("/root/Main").get_world_scale()
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)
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")
var nameplate = nameplatescn.instance()
get_parent().add_child(nameplate)
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