137 lines
3.2 KiB
GDScript
137 lines
3.2 KiB
GDScript
class_name Piece
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extends MeshInstance3D
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const WALL = preload("res://model/wall.tres")
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const GOAL = preload("res://model/goal.tres")
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const BALL = preload("res://model/ball.tres")
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const PLAYER = preload("res://model/player.tres")
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const FLOOR_ICE = preload("res://model/floor_ice.tres")
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enum Type {
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Wall,
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Goal,
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Ball,
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Player,
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FloorIce,
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}
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# idea: SLOW MO KEY!!!!!!!!!!!!!!!
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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_slow := 2.0
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## logical position
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@export var lpos: Vector2i:
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get:
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return lpos
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set(val):
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lpos = val
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position = target_pos
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start_pos = position
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target_pos = Vector3(lpos.x, position.y, lpos.y)
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anim_progress = 0
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## logical velocity
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@export var lvel := Vector2i.ZERO
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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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# TODO: this is *complex*, transfer momentum and stuff
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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 new_pos := lpos + move
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if board.solid_at(new_pos):
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var ball := board.type_at(new_pos, Piece.Type.Ball)
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if ball:
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ball.do_push(lvel-move).call()
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lvel = -move
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else:
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lpos = lpos
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lvel -= move
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return
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lpos = new_pos
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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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lvel -= move
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func undo_step() -> Callable:
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var old_pos := lpos
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var old_vel := lvel
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return func():
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lpos = old_pos
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lvel = old_vel
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func do_move(move: Vector2i) -> Callable:
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return func():
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lpos += move
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func undo_move() -> Callable:
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var old_pos := lpos
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return func():
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lpos = old_pos
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func do_push(move: Vector2i) -> Callable:
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return func():
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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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var old_vel := lvel
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return func():
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lvel = old_vel
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anim_progress = 1
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static func make(lpos: Vector2i, type: Piece.Type, mesh: Mesh) -> Piece:
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var piece := Piece.new()
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piece.lpos = lpos
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piece.mesh = mesh
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piece.type = type
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return piece
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static func wall(lpos: Vector2i) -> Piece:
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return make(lpos, Piece.Type.Wall, WALL)
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static func goal(lpos: Vector2i) -> Piece:
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return make(lpos, Piece.Type.Goal, GOAL)
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static func ball(lpos: Vector2i) -> Piece:
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return make(lpos, Piece.Type.Ball, BALL)
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static func player(lpos: Vector2i) -> Piece:
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return make(lpos, Piece.Type.Player, PLAYER)
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static func floor_ice(lpos: Vector2i) -> Piece:
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return make(lpos, Piece.Type.FloorIce, FLOOR_ICE)
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func _ready() -> void:
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lpos = lpos
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anim_progress = 1
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speedometer = Label3D.new()
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speedometer.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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speedometer.no_depth_test = true
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speedometer.font_size = 64
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var font := SystemFont.new()
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font.font_names = PackedStringArray(["monospace"])
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speedometer.font = font
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add_child(speedometer)
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#TODO: arrow!
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func format_vel(vel: Vector2) -> String:
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if vel.is_zero_approx():
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return ""
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else:
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return "%d,%d" % [vel.x,vel.y]
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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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