GMTKJam2021/Playa.gd

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2.8 KiB
GDScript3
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extends KinematicBody2D
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export var ACCELERATION = 60
export var MAX_SPEED = 150
export var FRICTION = 50
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var ROPEPIECE = preload("res://Rope.tscn")
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var velocity = Vector2.ZERO
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var last_in_line
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var destinationColor = Color.transparent
onready var guestListNode = $GuestList
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var guests = []
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func _ready():
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last_in_line = $Anchor
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guests.append(last_in_line.get_parent())
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pass # Replace with function body.
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func add_Guest_to_Line(parent,guest):
guests.append(guest)
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guestListNode.add_child(guest)
var springJoint = DampedSpringJoint2D.new()
#springJoint.rotation+=get_angle_to(guest.global_position)
springJoint.length = 50
springJoint.rest_length = 10
springJoint.stiffness = 64
springJoint.damping = 1.0
springJoint.disable_collision =false
springJoint.node_a =parent.get_parent().get_path()
springJoint.node_b =guest.get_path()
springJoint.add_child(guest)
parent.add_child(springJoint)
var pua = guest.get_node("PickUpArea")
pua.monitoring = false
pua.monitorable = false
var guestAnchor = guest.get_node("Anchor")
springJoint.rotation = -rotation
return guestAnchor
func remove_Guests_from_Line(color):
var colorPositions = []
for g in range(guests.size()):
if guests[g].destinationColor == color:
guests[g].queue_free()
colorPositions.append(g)
for i in colorPositions:
guests.remove(i)
return guests.back()
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func _on_PickupCheckArea_area_entered(area):
if area.get_parent().is_in_group("DropOffPoint"):
print("It's a DOP")
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var dop = area.get_parent()
var color = dop.destinationColor
print(color)
last_in_line= remove_Guests_from_Line(color)
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#drop all guests after first guest.color == DOP.color, also vanish all guests.color == DOP.color
pass
if area.get_parent().is_in_group("Guest"):
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if guests.has(area.get_parent()):
print("We already have you in line")
else:
print("It's a Guest")
last_in_line = add_Guest_to_Line(last_in_line,area.get_parent())
print(last_in_line)
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print(guests)
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func _physics_process(delta):
var direction = Vector2.UP.rotated(rotation).normalized() #Playerrotation nehmen ist sicherer
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var forward_backward = Input.get_action_strength("ui_up") - Input.get_action_strength("ui_down")
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if forward_backward != 0:
velocity = velocity.move_toward(direction * MAX_SPEED * forward_backward, ACCELERATION * delta)
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else:
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
var steer_dir = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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if steer_dir != 0 && velocity.length() > 0:
var direction_new = direction.rotated(PI/1.5 * steer_dir * delta)
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#print(velocity.length())
#print(velocity.angle_to(velocity.rotated(direction_new.angle())))
velocity = velocity.rotated(direction.angle_to(direction_new))
rotate(direction.angle_to(direction_new))
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velocity = move_and_slide(velocity)