151 lines
4.2 KiB
GDScript
151 lines
4.2 KiB
GDScript
extends KinematicBody2D
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var rope = preload("res://Rope.tscn")
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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 velocity = Vector2.ZERO
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var last_in_line
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var destinationColor = Color.transparent
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var guestName = 'Car'
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signal scored(value)
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var guests = []
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func _ready():
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last_in_line = self
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guests.append(last_in_line)
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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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print('Picked up Guest %s with color %s'%[guest.guestName,guest.destinationColor])
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var parentAnchor = parent.get_node("Anchor")
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#parentAnchor.add_child(get_a_springjoint(parent,guest))
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var piece = rope.instance()
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parentAnchor.add_child(get_a_pinjoint(parent,piece))
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var pieceAnchor = piece.get_node("Anchor")
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guest.follow_node = pieceAnchor
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var pua = guest.get_node("PickUpArea")
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pua.monitorable = false
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#springJoint.rotation = -rotation
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piece.start()
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return guest
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func get_a_pinjoint(parent,piece):
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var jointAnchor = parent.get_node("Anchor")
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piece.anchor_ahead = jointAnchor
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var joint = PinJoint2D.new()
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joint.add_child(piece)
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joint.disable_collision = false
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joint.softness = 10
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joint.node_a = parent.get_path()
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joint.node_b = piece.get_path()
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return joint
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func get_a_springjoint(parent,child):
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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.set_length(1)
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springJoint.set_rest_length(0)
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springJoint.stiffness = 100
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springJoint.damping = 1.0
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springJoint.disable_collision = true
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springJoint.node_a =parent.get_path()
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springJoint.node_b =child.get_path()
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springJoint.add_child(child)
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return springJoint
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func get_score_from_guest(guest):
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var now = OS.get_system_time_msecs()
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var subtract = 0
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if guest.pickup_time != null:
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subtract = guest.pickup_time
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else:
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subtract = now + 50000
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var diff = now - subtract
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var score = diff / 1000
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score = 50 - score
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return score
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func remove_Guests_from_Line(color):
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var colormatches = []
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var firstFound
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for g in range(guests.size()):
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if guests[g]!= null:
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if guests[g].destinationColor == color:
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colormatches.append(guests[g])
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if firstFound == null:
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firstFound = g
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for i in colormatches:
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for g in guests:
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if g.is_in_group('Player'):
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continue
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if g.follow_node.get_parent() == i:
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g.follow_node == g
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var scoreValue = get_score_from_guest(i)
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emit_signal("scored",scoreValue)
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var pos = guests.find(i)
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#i.queue_free()
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i.visible = false
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#guests.remove(pos)
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if firstFound != null:
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guests = guests.slice(0,firstFound-1,1,true)
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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("Area has parent %s" % area.get_parent())
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#print("Guests we have:")
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#print(guests)
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#print("We already have you in line")
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pass
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else:
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print("Area has parent %s" % area.get_parent())
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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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for g in guests:
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if g == null:
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guests.remove(g)
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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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