GMTKJam2021/Playa.gd

160 lines
4.3 KiB
GDScript

extends KinematicBody2D
var rope = preload("res://Rope.tscn")
export var ACCELERATION = 60
export var MAX_SPEED = 150
export var FRICTION = 50
enum states {
waiting,
tethered,
delivered
}
var velocity = Vector2.ZERO
var last_in_line
var destinationColor = Color.transparent
var guestName = 'Car'
var currentState = states.tethered
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 piece = rope.instance()
parentAnchor.add_child(get_a_pinjoint(parent,piece))
var pieceAnchor = piece.get_node("Anchor")
guest.follow_node = parent
var pua = guest.get_node("PickUpArea")
pua.monitorable = false
#springJoint.rotation = -rotation
piece.start()
return guest
func get_a_pinjoint(parent,piece):
var jointAnchor = parent.get_node("Anchor")
piece.anchor_ahead = jointAnchor
var joint = PinJoint2D.new()
joint.add_child(piece)
joint.disable_collision = false
joint.softness = 10
joint.name = "Joint"
joint.node_a = parent.get_path()
joint.node_b = piece.get_path()
return joint
func get_a_springjoint(parent,child):
var springJoint = DampedSpringJoint2D.new()
#springJoint.rotation+=get_angle_to(guest.global_position)
springJoint.set_length(1)
springJoint.set_rest_length(0)
springJoint.stiffness = 100
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 subtract = 0
if guest.pickup_time != null:
subtract = guest.pickup_time
else:
subtract = now + 50000
var diff = now - subtract
var score = diff / 1000
score = 50 - score
return score
func remove_Guests_from_Line(color):
var colormatches = []
var firstFound
for g in range(guests.size()):
if guests[g]!= null:
if guests[g].destinationColor == color:
colormatches.append(guests[g])
if firstFound == null:
firstFound = g
for i in colormatches:
for g in guests:
if g.is_in_group('Player'):
continue
if g.follow_guest == i:
g.follow_node = g
g.follow_guest = g
var scoreValue = get_score_from_guest(i)
emit_signal("scored",scoreValue)
var pos = guests.find(i)
#i.queue_free()
i.visible = false
#guests.remove(pos)
if firstFound != null:
guests = guests.slice(0,firstFound-1,1,true)
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")
pass
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):
for g in guests:
if g == null:
guests.remove(g)
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)