GMTKJam2021/Playa.gd

115 lines
3.3 KiB
GDScript

extends KinematicBody2D
export var ACCELERATION = 60
export var MAX_SPEED = 150
export var FRICTION = 50
var velocity = Vector2.ZERO
var last_in_line
var destinationColor = Color.transparent
var guestName = 'Car'
signal scored(value)
var guests = []
func _ready():
last_in_line = self
guests.append(last_in_line)
pass # Replace with function body.
func add_Guest_to_Line(parent,guest):
guests.append(guest)
print('Picked up Guest %s with color %s'%[guest.guestName,guest.destinationColor])
var parentAnchor = parent.get_node("Anchor")
parentAnchor.add_child(get_a_springjoint(parent,guest))
var pua = guest.get_node("PickUpArea")
pua.monitorable = false
#springJoint.rotation = -rotation
return guest
func get_a_springjoint(parent,child):
var springJoint = DampedSpringJoint2D.new()
#springJoint.rotation+=get_angle_to(guest.global_position)
springJoint.length = 5
springJoint.rest_length = 5
springJoint.stiffness = 64
springJoint.damping = 1.0
springJoint.disable_collision =true
springJoint.node_a =parent.get_path()
springJoint.node_b =child.get_path()
springJoint.add_child(child)
return springJoint
func get_score_from_guest(guest):
var now = OS.get_system_time_msecs()
var diff = now - guest.pickup_time
var score = diff / 1000
score = 50 - score
return score
func remove_Guests_from_Line(color):
var colormatches = []
for g in range(guests.size()):
if guests[g]!= null:
if guests[g].destinationColor == color:
colormatches.append(guests[g])
for i in colormatches:
var scoreValue = get_score_from_guest(i)
emit_signal("scored",scoreValue)
var pos = guests.find(i)
i.queue_free()
guests.remove(pos)
return guests.back()
func _on_PickupCheckArea_area_entered(area):
if area.get_parent().is_in_group("DropOffPoint"):
print("It's a DOP")
var dop = area.get_parent()
var color = dop.destinationColor
print(color)
last_in_line = remove_Guests_from_Line(color)
#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"):
if guests.has(area.get_parent()):
print("Area has parent %s" % area.get_parent())
print("Guests we have:")
print(guests)
print("We already have you in line")
else:
print("Area has parent %s" % area.get_parent())
print("It's a Guest")
last_in_line = add_Guest_to_Line(last_in_line,area.get_parent())
print(last_in_line)
print(guests)
func _physics_process(delta):
var direction = Vector2.UP.rotated(rotation).normalized() #Playerrotation nehmen ist sicherer
var forward_backward = Input.get_action_strength("ui_up") - Input.get_action_strength("ui_down")
if forward_backward != 0:
velocity = velocity.move_toward(direction * MAX_SPEED * forward_backward, ACCELERATION * delta)
else:
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
var steer_dir = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
if steer_dir != 0 && velocity.length() > 0:
var direction_new = direction.rotated(PI/1.5 * steer_dir * delta)
#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))
velocity = move_and_slide(velocity)