use tweens for animation
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parent
d3a5b737d9
commit
66314ebe4c
3 changed files with 63 additions and 45 deletions
29
main.gd
29
main.gd
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@ -19,7 +19,13 @@ var levels: Array[PackedScene] = [
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preload("res://level/level_03.tscn"),
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preload("res://level/level_03.tscn"),
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preload("res://level/level_04.tscn"),
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preload("res://level/level_04.tscn"),
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]
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]
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var time := 0
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# TODO: screen transition to hide awkward animations lol
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var time := 0:
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set(new_time):
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var tween := get_tree().create_tween()
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var anim_time = 1 if slowmo() else 0.1
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tween.tween_property($Sun, "rotation_degrees:y", -20*new_time, anim_time)
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time = new_time
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var advancing := false
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var advancing := false
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@onready var sound: AudioStreamPlayer = $Sound
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@onready var sound: AudioStreamPlayer = $Sound
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@ -35,9 +41,8 @@ func _process(delta: float) -> void:
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$RedoButton.disabled = not hist.has_redo()
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$RedoButton.disabled = not hist.has_redo()
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$RestartButton.disabled = not hist.has_undo()
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$RestartButton.disabled = not hist.has_undo()
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$Clock.text = "T = %d" % time
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$Clock.text = "T = %d" % time
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$Sun.rotation_degrees.y = -10*time
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$SlowmoIndicator.text = "slowmo" if slowmo() else ""
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if $TopLeft.is_on_screen() and $BottomRight.is_on_screen():
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if not $TopLeft.is_on_screen() or not $BottomRight.is_on_screen():
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return
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camera.position.y += 10*delta
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camera.position.y += 10*delta
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func _input(event: InputEvent) -> void:
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func _input(event: InputEvent) -> void:
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@ -72,6 +77,11 @@ func redo():
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func restart():
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func restart():
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while hist.has_undo():
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while hist.has_undo():
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hist.undo()
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hist.undo()
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# HACK: avoid an inconsistent visual board state
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for piece in board.pieces():
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for tween in piece.tweens:
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tween.kill()
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piece.tween_to_target()
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# i think it's unintuitive to be able to redo from restart
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# i think it's unintuitive to be able to redo from restart
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# scratch that i like that, don't clear the history
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# scratch that i like that, don't clear the history
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# you can like replay your steps up to a point
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# you can like replay your steps up to a point
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@ -83,19 +93,12 @@ func board_step():
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hist.add_undo_method(board.undo_step())
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hist.add_undo_method(board.undo_step())
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hist.add_undo_property(self, "time", time)
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hist.add_undo_property(self, "time", time)
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# TODO: OH MY GOSH OG MY GOSH OH MY GOSH
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# CONSOLIDATE ALL MOVEMENT INTO APPLYING VELOCITY
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# INCLUDING PLAYER MOVEMENT
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# I REALLY REALLY REALLY REALLY LIKE ADDING VELOCITY WITH TIME
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# NOT CHANGING OH MY GOSH THAT IS *GOOD*
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func step(move: Vector2i):
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func step(move: Vector2i):
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if advancing:
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if advancing:
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return
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return
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if won():
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if won():
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advance_level()
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advance_level()
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return
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return
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# the ability to wait removes some parity stuff
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# but that stuff kinda sucks
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if move == Vector2i.ZERO:
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if move == Vector2i.ZERO:
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hist.create_action("wait")
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hist.create_action("wait")
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board_step()
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board_step()
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@ -139,6 +142,7 @@ func advance_level():
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print("level won")
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print("level won")
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await get_tree().create_timer(1).timeout
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await get_tree().create_timer(1).timeout
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advancing = false
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advancing = false
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$Sun.rotation.y = 0
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time = 0
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time = 0
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level_num += 1
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level_num += 1
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if level_num >= levels.size():
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if level_num >= levels.size():
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@ -167,3 +171,6 @@ func audio_stream_randomizer_from_dir(dir: String) -> AudioStreamRandomizer:
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stream.add_stream(-1, load(dir+"/"+file_name))
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stream.add_stream(-1, load(dir+"/"+file_name))
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file_name = hit_dir.get_next()
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file_name = hit_dir.get_next()
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return stream
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return stream
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func slowmo() -> bool:
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return Input.is_action_pressed("slowmo")
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11
main.tscn
11
main.tscn
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@ -24,7 +24,7 @@ albedo_color = Color(0.250136, 0.493198, 0.284902, 1)
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[sub_resource type="PlaneMesh" id="PlaneMesh_1bvp3"]
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[sub_resource type="PlaneMesh" id="PlaneMesh_1bvp3"]
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material = SubResource("StandardMaterial3D_1bvp3")
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material = SubResource("StandardMaterial3D_1bvp3")
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size = Vector2(200, 200)
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size = Vector2(64, 64)
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[node name="Main" type="Node3D"]
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[node name="Main" type="Node3D"]
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script = ExtResource("1_ig7tw")
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script = ExtResource("1_ig7tw")
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@ -90,6 +90,15 @@ theme_override_font_sizes/normal_font_size = 32
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text = "T = 0"
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text = "T = 0"
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fit_content = true
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fit_content = true
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[node name="SlowmoIndicator" type="Label" parent="."]
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offset_left = 1065.0
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offset_top = 615.0
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offset_right = 1150.0
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offset_bottom = 659.0
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text = "slowmo"
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horizontal_alignment = 1
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vertical_alignment = 1
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[node name="Ground" type="MeshInstance3D" parent="."]
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[node name="Ground" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.1, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.1, 0)
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mesh = SubResource("PlaneMesh_1bvp3")
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mesh = SubResource("PlaneMesh_1bvp3")
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66
piece.gd
66
piece.gd
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@ -16,37 +16,45 @@ enum Type {
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}
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}
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## squares per second
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## squares per second
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@export_range(0.1, 50) var anim_speed := 10.0
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@export_range(0.1, 50) var anim_speed_normal := 10.0
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@export_range(0.1, 50) var anim_speed_slow := 1.0
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@export_range(0.1, 50) var anim_speed_slow := 1.0
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var tweens: Array[Tween] = []
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func anim_speed() -> float:
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return anim_speed_slow if Input.is_action_pressed("slowmo") else anim_speed_normal
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func anim_time() -> float:
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return 1/anim_speed()
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#TODO: {un,}do_bump animation method (good visual clarity)
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#TODO: {un,}do_bump animation method (good visual clarity)
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func pos_of_lpos(pos: Vector2i, y := 0.0) -> Vector3:
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return Vector3(pos.x, y, pos.y)
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func target_pos() -> Vector3:
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return pos_of_lpos(lpos, position.y) + Vector3(0.5, 0, 0.5)
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func tween_to_target(tween := create_tween()):
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tween.tween_property(self, "position", target_pos(), anim_time())
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tweens.push_back(tween)
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func lpos_of_pos(pos: Vector3) -> Vector2i:
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return Vector2i(int(pos.x), int(pos.z))
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## logical position
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## logical position
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var lpos: Vector2i:
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@onready var lpos := lpos_of_pos(position)
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get:
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return Vector2i(int(target_pos.x), int(target_pos.z))
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set(val):
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position = target_pos
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start_pos = position
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# we offset by 0.5 to be in the middle of the square (for easier editing)
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target_pos = Vector3(val.x + 0.5, position.y, val.y + 0.5)
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anim_progress = 0
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## logical velocity
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## logical velocity
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@export var lvel := Vector2i.ZERO
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@export var lvel := Vector2i.ZERO
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@export var type: Piece.Type
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@export var type: Piece.Type
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@onready var start_pos := position
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@onready var target_pos := position
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@onready var anim_progress := 1.0
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var speedometer: Label3D
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var speedometer: Label3D
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# TODO: much, *much* better animation is needed. ESPECIALLY if we're doing slowmo
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# TODO: much, *much* better animation is needed. ESPECIALLY if we're doing slowmo
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# (we're doing slowmo because it is SICK)
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# (we're doing slowmo because it is SICK)
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func do_step(board: Board):
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func do_step(board: Board):
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if lvel == Vector2i.ZERO:
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return
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var move := lvel.clampi(-1, 1)
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var move := lvel.clampi(-1, 1)
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var new_pos := lpos + move
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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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# ball being collided *with* gets the remainder of the momentum
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@ -65,6 +73,7 @@ func do_step(board: Board):
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var on_ice := !!board.type_at(lpos, Piece.Type.FloorIce)
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var on_ice := !!board.type_at(lpos, Piece.Type.FloorIce)
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if not on_ice:
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if not on_ice:
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lvel -= move
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lvel -= move
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tween_to_target()
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func undo_step() -> Callable:
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func undo_step() -> Callable:
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var old_pos := lpos
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var old_pos := lpos
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@ -72,35 +81,39 @@ func undo_step() -> Callable:
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return func():
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return func():
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lpos = old_pos
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lpos = old_pos
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lvel = old_vel
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lvel = old_vel
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tween_to_target()
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func do_move(move: Vector2i) -> Callable:
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func do_move(move: Vector2i) -> Callable:
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return func():
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return func():
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for tween in tweens:
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tween.kill()
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position = target_pos()
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lpos += move
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lpos += move
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tween_to_target()
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func undo_move() -> Callable:
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func undo_move() -> Callable:
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var old_pos := lpos
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var old_pos := lpos
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return func():
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return func():
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lpos = old_pos
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lpos = old_pos
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tween_to_target()
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func do_push(move: Vector2i) -> Callable:
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func do_push(move: Vector2i) -> Callable:
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return func():
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return func():
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lvel += move
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lvel += move
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anim_progress = 1
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func undo_push() -> Callable:
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func undo_push() -> Callable:
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var old_vel := lvel
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var old_vel := lvel
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return func():
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return func():
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lvel = old_vel
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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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# no logical effect, purely for aesthetics
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# (and communicating !!!! player yes)
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# (and communicating !!!! player yes)
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func do_bump(move: Vector2i) -> Callable:
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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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return func():
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lpos += move
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var tween := create_tween()
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lpos = real_lpos
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tween.tween_property(self, "position", target_pos() + pos_of_lpos(move)/2, anim_time())
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anim_progress = 0.5
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tween_to_target(tween)
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tweens.push_back(tween)
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# TODO?: maybe fix? maybe the bump should be more complicated?
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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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func undo_bump(move: Vector2i) -> Callable:
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@ -122,7 +135,6 @@ static func wall(pos: Vector2i) -> Piece:
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return WALL.instantiate().with_lpos(pos)
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return WALL.instantiate().with_lpos(pos)
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func _ready() -> void:
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func _ready() -> void:
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anim_progress = 1
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speedometer = Label3D.new()
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speedometer = Label3D.new()
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speedometer.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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speedometer.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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speedometer.no_depth_test = true
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speedometer.no_depth_test = true
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@ -137,14 +149,4 @@ func format_vel(vel: Vector2) -> String:
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return "%d,%d" % [vel.x,vel.y]
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return "%d,%d" % [vel.x,vel.y]
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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var speed := anim_speed_slow if Input.is_action_pressed("slowmo") else anim_speed
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anim_progress = min(1, anim_progress + speed*delta)
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position = start_pos.lerp(target_pos, anim_progress)
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speedometer.text = format_vel(lvel)
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speedometer.text = format_vel(lvel)
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# weird hack only necessary for the soon to be gone text parser
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func with_lpos(pos: Vector2i) -> Piece:
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lpos = pos
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lpos = pos
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anim_progress = 1
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return self
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