more consistent, deeper, animated collisions
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parent
20a708651f
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193888cd2b
2 changed files with 21 additions and 12 deletions
12
main.gd
12
main.gd
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@ -108,16 +108,8 @@ func step(move: Vector2i):
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elif ball != null:
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hist.create_action("push")
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hist.add_do_method(ball.do_push(move))
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hist.add_do_method(func():
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player.lpos = pos + move
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player.lpos = pos
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player.anim_progress = 0.5
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)
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hist.add_undo_method(func():
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player.lpos = pos + move
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player.lpos = pos
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player.anim_progress = 0.5
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)
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hist.add_do_method(player.do_bump(move))
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hist.add_undo_method(player.undo_bump(move))
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hist.add_undo_method(ball.undo_push())
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hist.commit_action()
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else:
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21
piece.gd
21
piece.gd
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@ -48,11 +48,15 @@ func do_step(board: Board):
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return
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var move := lvel.clampi(-1, 1)
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var new_pos := lpos + move
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# ball being collided *with* gets the remainder of the momentum
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# EMERGENT COMPLEXITY!??!?
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if board.solid_at(new_pos):
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var ball_here := board.type_at(new_pos, Piece.Type.Ball)
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if ball_here:
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ball_here.do_push(lvel-move).call()
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lvel = -move
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do_bump(move).call()
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var rem := lvel % 2
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ball_here.do_push(lvel/2 + rem).call()
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lvel = -lvel/2
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else:
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lpos = lpos
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lvel -= move
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@ -89,6 +93,19 @@ func undo_push() -> Callable:
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lvel = old_vel
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anim_progress = 1
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# no logical effect, purely for aesthetics
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# (and communicating !!!! player yes)
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func do_bump(move: Vector2i) -> Callable:
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var real_lpos := lpos
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return func():
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lpos += move
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lpos = real_lpos
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anim_progress = 0.5
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# TODO?: maybe fix? maybe the bump should be more complicated?
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func undo_bump(move: Vector2i) -> Callable:
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return do_bump(move)
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static func ball(pos: Vector2i) -> Piece:
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return BALL.instantiate().with_lpos(pos)
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