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slavic-game-jam-2020/functional/Robot.gd
2020-07-26 16:02:54 +02:00

218 lines
7.6 KiB
GDScript

extends RigidBody
const util = preload("res://util/util.gd")
const indicator_lit = preload("res://Assets/Characters/indicator_lit.tres")
const indicator_unlit = preload("res://Assets/Characters/indicator_unlit.tres")
var sound_battery_low: AudioStreamPlayer3D
var sound_grab: AudioStreamPlayer3D
var sound_engine: AudioStreamPlayer3D
var sound_pull: AudioStreamPlayer3D
var sound_push: AudioStreamPlayer3D
var sound_turning_on: AudioStreamPlayer3D
var sound_turning_off: AudioStreamPlayer3D
var enging_sound_min = 5
var engine_sound_max = 35
const grab_radius = 2
const debug_visualize_item_selection = true
const debug_visualize_grab_point_selection = true
var pinjoint: PinJoint
var grab_target_body: RigidBody
var grabbed_item
var is_carrying_item: bool
signal battery_depleted()
export var velocity_max_angular = 2
export var velocity_max_linear = 30
export var velocity_linear_acceleration = 20
export var charge: float = 0.5
export var discharge_rate: float = -0.025
var player_model: Spatial
var body_mesh: Mesh
var indicator_lookup = {}
var grab_point: Position3D
var working: bool = true
func paint_object(object, color):
pass
# Called when the node enters the scene tree for the first time.
func _ready():
player_model = self.get_node('PlayerModel') as Spatial
grab_point = player_model.find_node("GrabPoint") as Position3D
#pinjoint = self.get_parent().find_node("PinJoint") as PinJoint
pinjoint = PinJoint.new()
self.get_parent().add_child(pinjoint)
pinjoint.set_param(PinJoint.PARAM_BIAS, 1)
pinjoint.set_param(PinJoint.PARAM_DAMPING, 1.5)
pinjoint.set_param(PinJoint.PARAM_IMPULSE_CLAMP, 0)
# TODO: spawn it or move to Game scene to make sure it appears on every level
grab_target_body = self.get_parent().get_parent().get_parent().get_node("GrabTarget")
if !grab_target_body:
print("!!!!")
sound_battery_low = self.get_node("Sounds/BatteryLow")
sound_grab = self.get_node("Sounds/Grab")
sound_engine = self.get_node("Sounds/Engine")
sound_pull = self.get_node("Sounds/Pull")
sound_push = self.get_node("Sounds/Push")
sound_turning_on = self.get_node("Sounds/TurningOn")
sound_turning_off = self.get_node("Sounds/TurningOff")
sound_turning_on.play()
sound_engine.play()
#sound_engine.unit_db
# Lookup table for charge indicator surface indices for materials
var mesh_instance = player_model.get_node("Char1_Body/Body2") as MeshInstance
body_mesh = mesh_instance.mesh.duplicate()
mesh_instance.mesh = body_mesh
for i in range(0, body_mesh.get_surface_count()):
match body_mesh.surface_get_material(i).resource_name:
"Charge Indicator":
indicator_lookup[0] = i
"Charge Indicator 2":
indicator_lookup[1] = i
"Charge Indicator 3":
indicator_lookup[2] = i
"Charge Indicator 4":
indicator_lookup[3] = i
"Charge Indicator 5":
indicator_lookup[4] = i
"Charge indicator 6":
indicator_lookup[5] = i
func _physics_process(delta):
if !working:
return
var acceleration = velocity_linear_acceleration
if(is_carrying_item):
acceleration = acceleration * 5
var velocity_abs = self.linear_velocity.length()
var rotation_angle = 0
if Input.is_action_pressed("turn_left") and self.angular_velocity.y < 1 * velocity_max_angular:
rotation_angle += 1 * delta
if Input.is_action_pressed("turn_right") and self.angular_velocity.y > -1 * velocity_max_angular:
rotation_angle -= 1 * delta
player_model.rotate_y(rotation_angle)
#if is_carrying_item:
# (grabbed_item.item as RigidBody).rotate_y(rotation_angle)
var rotataion = player_model.transform.basis.get_euler().y
if velocity_abs < velocity_max_linear or is_carrying_item:
var central_force = Vector3(0,0,0)
if Input.is_action_pressed("move_forwards"):
central_force += Vector3(0, 0, 1 * velocity_linear_acceleration).rotated(Vector3(0,1,0), rotataion)
if Input.is_action_pressed("move_backwards"):
central_force += Vector3(0, 0, -1 * velocity_linear_acceleration).rotated(Vector3(0,1,0), rotataion)
self.add_central_force(central_force)
#if is_carrying_item:
# grabbed_item.item.add_central_force(central_force)
if Input.is_action_pressed("debug_reset"):
self.angular_velocity = Vector3(0,0,0)
self.linear_velocity = Vector3(0,0,0)
self.transform = Transform.IDENTITY
charge = 0.5
player_model.rotation.y = 0
var engine_volume = enging_sound_min + velocity_abs/velocity_max_linear * (engine_sound_max - enging_sound_min)
sound_engine.unit_db = engine_volume
var test_visual_thing = self.get_parent().find_node("TestThing") as Spatial
var grab_point_pos = grab_point.global_transform.origin
if(debug_visualize_grab_point_selection and test_visual_thing):
test_visual_thing.transform = Transform.IDENTITY
test_visual_thing.translate(grab_point_pos)
grab_target_body.transform = Transform.IDENTITY
grab_target_body.translate(grab_point_pos)
# TODO: teleport item up/down when robot moves arm up/down
var level_items_container = self.get_parent().get_node("Items")
var level_items = []
if level_items_container:
level_items = self.get_parent().get_node("Items").get_children()
var items_matched = []
var distance_min = grab_radius
for item in level_items:
var grab_points_container = item.get_node("GrabPoints")
if(!grab_points_container or !grab_points_container.get_child_count()):
continue
var item_grab_points = grab_points_container.get_children()
for item_grab_point in item_grab_points:
var dist = (item_grab_point.global_transform.origin - grab_point_pos).length()
if(dist < grab_radius):
items_matched.push_back({"distance": dist, "item": item, "gp": item_grab_point})
distance_min = min(distance_min, dist)
var item_data = null
for item_canditate in items_matched:
if(item_canditate.distance == distance_min):
item_data = item_canditate
if(debug_visualize_grab_point_selection and test_visual_thing):
test_visual_thing.transform = Transform.IDENTITY
test_visual_thing.translate(item_canditate.gp.global_transform.origin)
break
if !is_carrying_item:
if item_data:
grabbed_item = item_data
if debug_visualize_item_selection:
for item in level_items:
paint_object(item, Color(1,1,1,0))
if item_data:
paint_object(item_data.item, Color(0,0,1,0.5))
pinjoint.transform = Transform.IDENTITY
pinjoint.translate(grab_point.global_transform.origin)
if is_carrying_item and Input.is_action_pressed("jump_button"):
(grabbed_item.item as RigidBody).add_central_force(Vector3(0, 15, 0))
if Input.is_action_just_pressed("arm_grab_toggle"):
is_carrying_item = grabbed_item and !is_carrying_item
if(is_carrying_item):
sound_grab.play()
grabbed_item.item.set_sleeping(false)
if Input.is_action_pressed("jump_button"):
(grabbed_item.item as RigidBody).add_central_force(Vector3(0, 5, 0))
paint_object(grabbed_item.item, Color(0,1,0,0.5))
pinjoint.set_node_a(grabbed_item.item.get_path())
pinjoint.set_node_b(grab_target_body.get_path())
else:
pinjoint.set_node_a("")
pinjoint.set_node_b("")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if !working:
return
add_charge(discharge_rate * delta)
util.display(self, "charge %f" % charge)
if charge < 0.2:
if !sound_battery_low.playing:
sound_battery_low.play()
if charge == 0.0:
emit_signal("battery_depleted")
if !sound_turning_off.playing:
sound_turning_off.play()
if indicator_lookup.empty():
return
for i in range(0, 6):
if (charge >= (i + 0.5) / 6.0):
body_mesh.surface_set_material(indicator_lookup[i], indicator_lit)
else:
body_mesh.surface_set_material(indicator_lookup[i], indicator_unlit)
func add_charge(amount: float):
charge += amount
charge = clamp(charge, 0.0, 1.0)
func on_game_over():
working = false