99 lines
2.8 KiB
GDScript
99 lines
2.8 KiB
GDScript
extends KinematicBody2D
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export var ACCELERATION = 60
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export var MAX_SPEED = 150
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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
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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):
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guests.append(guest)
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guestListNode.add_child(guest)
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var springJoint = DampedSpringJoint2D.new()
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#springJoint.rotation+=get_angle_to(guest.global_position)
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springJoint.length = 50
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springJoint.rest_length = 10
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springJoint.stiffness = 64
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springJoint.damping = 1.0
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springJoint.disable_collision =false
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springJoint.node_a =parent.get_parent().get_path()
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springJoint.node_b =guest.get_path()
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springJoint.add_child(guest)
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parent.add_child(springJoint)
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var pua = guest.get_node("PickUpArea")
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pua.monitoring = false
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pua.monitorable = false
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var guestAnchor = guest.get_node("Anchor")
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springJoint.rotation = -rotation
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return guestAnchor
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func remove_Guests_from_Line(color):
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var colorPositions = []
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for g in range(guests.size()):
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if guests[g].destinationColor == color:
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guests[g].queue_free()
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colorPositions.append(g)
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for i in colorPositions:
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guests.remove(i)
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return guests.back()
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func _on_PickupCheckArea_area_entered(area):
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if area.get_parent().is_in_group("DropOffPoint"):
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print("It's a DOP")
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var dop = area.get_parent()
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var color = dop.destinationColor
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print(color)
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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
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pass
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if area.get_parent().is_in_group("Guest"):
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if guests.has(area.get_parent()):
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print("We already have you in line")
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else:
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print("It's a Guest")
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last_in_line = add_Guest_to_Line(last_in_line,area.get_parent())
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print(last_in_line)
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print(guests)
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func _physics_process(delta):
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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:
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velocity = velocity.move_toward(direction * MAX_SPEED * forward_backward, ACCELERATION * delta)
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else:
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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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:
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var direction_new = direction.rotated(PI/1.5 * steer_dir * delta)
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#print(velocity.length())
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#print(velocity.angle_to(velocity.rotated(direction_new.angle())))
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velocity = velocity.rotated(direction.angle_to(direction_new))
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rotate(direction.angle_to(direction_new))
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velocity = move_and_slide(velocity)
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