SpaceClient/Scripts/Player.gd

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extends RigidBody
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var player_id : int
var mouse_over_player : RigidBody = null
var thrust_plan : Plan = Plan.new()
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var weapons_plan : Plan = Plan.new()
var is_local : bool = false
var running_plan : bool = false
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var using_full_plan : bool = false
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var was_running_plan : bool = false
var plan_time : float = 0.0
var last_translation : Vector3 = get_translation()
var last_rotation : Vector3 = get_rotation()
var initial_translation : Vector3 = get_translation()
var initial_rotation : Vector3 = get_rotation()
var initial_velocity : Vector3 = Vector3(0,0,0)
var initial_rotational_velocity : Vector3 = Vector3(0,0,0)
var enable_physics : bool = false
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var end_translation : Vector3 = Vector3.ZERO
var end_rotation : Vector3 = Vector3.ZERO
var end_linear_velocity : Vector3 = Vector3.ZERO
var end_rotational_velocity : Vector3 = Vector3.ZERO
var round_time : float = 0.0
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var turn_counter : int = 0
var end_of_round_translation : Vector3 = get_translation()
var end_of_round_rotation : Vector3 = get_rotation()
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var time_of_death : float = -1
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var is_alive : bool = true
var health : float = 100.0
var end_health : float = 100.0
var energy : float = 100.0
var end_energy : float = 100.0
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var players_in_firing_arc = []
onready var arrow_obj : Spatial = $ArrowContainer
onready var arrow_scale_obj : Spatial = $ArrowContainer/ArrowScaleContainer
onready var rotate_arrow_obj : Spatial = $RotateArrowContainer
onready var rotate_arrow_scale_obj : Spatial = $RotateArrowContainer/RotateArrowScaleContainer
onready var turn_end_banner : TextureRect = $TurnEndBanner
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onready var health_bar : ColorRect = $StatusPanel/HealthBarContainer/HealthBar
const TIME_STEP : float = 0.01
const MAX_LIN_THRUST : float = 1.0
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const MAX_ROT_THRUST : float = 0.01
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const BASE_DPS : float = 300.0
const BASE_ENERGY_USAGE : float = 75.0
const BASE_ENERGY_REGEN : float = 150.0
const BASE_OVERCHARGE_DAMAGE : float = 5.0
const OOB_DAMAGE : float = 100.0
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func init(id : int, color : Color) -> void:
player_id = id
last_rotation = get_rotation()
last_translation = get_translation()
initial_rotation = get_rotation()
initial_translation = get_translation()
enable_physics = true
get_parent().get_parent().console_print("Player is set to local? " + String(is_local))
if is_local:
$MainPanel.visible = true
$ThrustPanel.visible = true
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$WeaponsPanel.visible = true
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$InfoPanel.visible = true
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$StatusPanel.visible = true
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set_colors(color)
func send_thrust_plan() -> void:
for element in thrust_plan.current_elements:
get_parent().get_parent().console_print('Sending data = ' + String(element.time) + String(element.linear_thrust) + String(element.rotational_thrust))
rpc_id(1, "add_thrust_element", element.time, element.linear_thrust, element.rotational_thrust)
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func send_weapons_plan() -> void:
for element in weapons_plan.current_elements:
get_parent().get_parent().console_print('Sending data = ' + String(element.time) + String(element.firing))
rpc_id(1, "add_weapons_element", element.time, element.firing)
remote func add_thrust_element(time: float, linear_thrust : Vector3, rotational_thrust : Vector3) -> void:
if is_local:
return
var element : ThrustElement = ThrustElement.new()
element.time = time
element.linear_thrust = linear_thrust
element.rotational_thrust = rotational_thrust
get_parent().get_parent().console_print(String(is_local) + ": Adding thrust element with the following params: time = " + String(time) + ", lin = " + String(linear_thrust) + ", rot = " + String(rotational_thrust) + ".")
thrust_plan.add_element(element)
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remote func add_weapons_element(time : float, firing : bool) -> void:
if is_local:
return
var element : WeaponsElement = WeaponsElement.new()
element.time = time
element.firing = firing
get_parent().get_parent().console_print(String(is_local) + ": Adding weapons element with the following params: time = " + String(time) + ", firing = " + String(firing))
weapons_plan.add_element(element)
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remote func r_end_turn(
r_time_of_death : float,
r_end_translation : Vector3,
r_end_rotation : Vector3,
r_end_linear_velocity : Vector3,
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r_end_rotational_velocity : Vector3,
r_end_health : float,
r_end_energy : float) -> void:
self._on_PlayButton_pressed()
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time_of_death = r_time_of_death
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end_translation = r_end_translation
end_rotation = r_end_rotation
end_linear_velocity = r_end_linear_velocity
end_rotational_velocity = r_end_rotational_velocity
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end_health = r_end_health
end_energy = r_end_energy
turn_counter += 1
if is_local:
$MainPanel/EndTurnButton.disabled = false
$MainPanel/TimeBar.value = 0
$TurnEndBanner.visible = true
$TurnEndBanner/AnimationPlayer.play()
return
thrust_plan.new_turn()
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weapons_plan.new_turn()
func _on_TimeBar_value_changed(value : float) -> void:
var min_time : float = thrust_plan.current_time()
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#get_parent().get_parent().console_print(String(is_local) + ": Current plan time is " + String(min_time))
if value <= min_time:
$MainPanel/TimeBar.value = min_time
func _on_AddButton_pressed() -> void:
var new_thrust_element : ThrustElement = ThrustElement.new()
new_thrust_element.linear_thrust = get_linear_vector()
new_thrust_element.rotational_thrust = get_rotational_vector()
new_thrust_element.time = $MainPanel/TimeBar.value - thrust_plan.current_time()
if (thrust_plan.add_element(new_thrust_element)):
get_parent().get_parent().console_print(String(is_local) + ": Added thrust element with " + String(new_thrust_element.time) + String(new_thrust_element.rotational_thrust) + String(new_thrust_element.linear_thrust))
else:
get_parent().get_parent().console_print(String(is_local) + ": Failed to add thrust element")
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var new_weapons_element : WeaponsElement = WeaponsElement.new()
new_weapons_element.firing = $WeaponsPanel/WeaponsSwitch.pressed
new_weapons_element.time = $MainPanel/TimeBar.value - weapons_plan.current_time()
if (weapons_plan.add_element(new_weapons_element)):
get_parent().get_parent().console_print(String(is_local) + ": Added weapons element with " + String(new_weapons_element.firing))
else:
get_parent().get_parent().console_print(String(is_local) + ": Failed to add weapons element")
func _on_RemoveButton_pressed() -> void:
thrust_plan.remove_last_element()
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weapons_plan.remove_last_element()
func _on_ClearButton_pressed() -> void:
thrust_plan.remove_all_elements()
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weapons_plan.remove_all_elements()
func _on_EndTurnButton_pressed() -> void:
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fix_plans()
$MainPanel/EndTurnButton.disabled = true
send_thrust_plan()
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send_weapons_plan()
rpc_id(1, "end_turn")
thrust_plan.new_turn()
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weapons_plan.new_turn()
round_time += 5
func _update_arrow() -> void:
var linear_thrust : Vector3 = get_linear_vector()
var linear_thrust_normalized : Vector3 = linear_thrust.normalized()
var linear_thrust_magnitude : float = linear_thrust.length()
var phi : float
if linear_thrust_normalized.x == 0 and linear_thrust_normalized.z == 0:
phi = PI/2
else:
phi = asin(linear_thrust_normalized.x / sqrt(pow(linear_thrust_normalized.x, 2) + pow(linear_thrust_normalized.z,2)))
if linear_thrust_normalized.z < 0:
phi = PI - phi
var theta : float = -asin(linear_thrust_normalized.y)
arrow_obj.rotation = Vector3(0,0,0)
arrow_obj.rotate(Vector3(1,0,0), theta)
arrow_obj.rotate(Vector3(0,1,0), phi)
arrow_scale_obj.scale = Vector3(linear_thrust_magnitude, linear_thrust_magnitude, linear_thrust_magnitude)
func _update_rotate_arrow() -> void:
var rotational_thrust : Vector3 = get_rotational_vector()
var rotational_thrust_normalized : Vector3 = rotational_thrust.normalized()
var rotational_thrust_magnitude : float = rotational_thrust.length()
var phi : float
if rotational_thrust_normalized.x == 0 and rotational_thrust_normalized.z == 0:
phi = PI/2
else:
phi = asin(rotational_thrust_normalized.x / sqrt(pow(rotational_thrust_normalized.x, 2) + pow(rotational_thrust_normalized.z,2)))
if rotational_thrust_normalized.z < 0:
phi = PI - phi
var theta : float = -asin(rotational_thrust_normalized.y)
rotate_arrow_obj.rotation = Vector3(0,0,0)
rotate_arrow_obj.rotate(Vector3(1,0,0), theta)
rotate_arrow_obj.rotate(Vector3(0,1,0), phi)
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rotate_arrow_scale_obj.scale = Vector3(rotational_thrust_magnitude, rotational_thrust_magnitude, rotational_thrust_magnitude)*100
func get_linear_vector() -> Vector3:
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return Vector3($ThrustPanel/XLin.value, -$ThrustPanel/YLin.value, $ThrustPanel/ZLin.value) * MAX_LIN_THRUST
func get_rotational_vector() -> Vector3:
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return Vector3($ThrustPanel/XRot.value, -$ThrustPanel/YRot.value, $ThrustPanel/ZRot.value) * MAX_ROT_THRUST
func _on_XLin_value_changed(value : float) -> void:
self._update_arrow()
if get_linear_vector().length() < 1.0:
return
$ThrustPanel/XLin.value = sign($ThrustPanel/XLin.value) * \
sqrt(1 - pow($ThrustPanel/YLin.value, 2) - pow($ThrustPanel/ZLin.value, 2))
func _on_XRot_value_changed(value : float) -> void:
self._update_rotate_arrow()
if get_rotational_vector().length() < 1.0:
return
$ThrustPanel/XRot.value = sign($ThrustPanel/XRot.value) * \
sqrt(1 - pow($ThrustPanel/YRot.value, 2) - pow($ThrustPanel/ZRot.value, 2))
func _on_YLin_value_changed(value : float) -> void:
self._update_arrow()
if get_linear_vector().length() < 1.0:
return
$ThrustPanel/YLin.value = sign($ThrustPanel/YLin.value) * \
sqrt(1 - pow($ThrustPanel/XLin.value, 2) - pow($ThrustPanel/ZLin.value, 2))
func _on_YRot_value_changed(value : float) -> void:
self._update_rotate_arrow()
if get_rotational_vector().length() < 1.0:
return
$ThrustPanel/YRot.value = sign($ThrustPanel/YRot.value) * \
sqrt(1 - pow($ThrustPanel/XRot.value, 2) - pow($ThrustPanel/ZRot.value, 2))
func _on_ZLin_value_changed(value : float) -> void:
self._update_arrow()
if get_linear_vector().length() < 1.0:
return
$ThrustPanel/ZLin.value = sign($ThrustPanel/ZLin.value) * \
sqrt(1 - pow($ThrustPanel/YLin.value, 2) - pow($ThrustPanel/XLin.value, 2))
func _on_ZRot_value_changed(value : float) -> void:
self._update_rotate_arrow()
if get_rotational_vector().length() < 1.0:
return
$ThrustPanel/ZRot.value = sign($ThrustPanel/ZRot.value) * \
sqrt(1 - pow($ThrustPanel/YRot.value, 2) - pow($ThrustPanel/XRot.value, 2))
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func _on_ResetButton_pressed():
$ThrustPanel/XLin.value = 0
$ThrustPanel/XRot.value = 0
$ThrustPanel/YLin.value = 0
$ThrustPanel/YRot.value = 0
$ThrustPanel/ZLin.value = 0
$ThrustPanel/ZRot.value = 0
func _get_current_plan_element(all_elements) -> PlanElement:
var summed_time : float = 0.0
for element in all_elements:
summed_time += element.time
if summed_time > plan_time:
return element
return null
func _get_all_thrust_elements():
var all_elements = []
for element in thrust_plan.elements:
all_elements.append(element)
for element in thrust_plan.current_elements:
all_elements.append(element)
return all_elements
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func _get_all_weapons_elements():
var all_elements = []
for element in weapons_plan.elements:
all_elements.append(element)
for element in weapons_plan.current_elements:
all_elements.append(element)
return all_elements
func _physics_process(delta : float) -> void:
if !enable_physics:
return
if !running_plan:
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if is_local and was_running_plan:
get_parent().show_winner()
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$GunContainer/RayCast.visible = false
arrow_obj.visible = true
rotate_arrow_obj.visible = true
disable_all_engine_particles()
set_translation(last_translation)
set_rotation(last_rotation)
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was_running_plan = false
return
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if !was_running_plan:
players_in_firing_arc = $GunContainer/Cone.get_overlapping_bodies()
if using_full_plan:
set_linear_velocity(initial_velocity)
set_angular_velocity(initial_rotational_velocity)
set_translation(initial_translation)
set_rotation(initial_rotation)
else:
set_linear_velocity(end_linear_velocity)
set_angular_velocity(end_rotational_velocity)
set_translation(end_translation)
set_rotation(end_rotation)
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was_running_plan = true
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if time_of_death > 0 and plan_time > time_of_death:
self.visible = false
$CollisionShape.disabled = true
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is_alive = false
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else:
self.visible = true
$CollisionShape.disabled = false
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is_alive = true
var all_thrust_elements = _get_all_thrust_elements()
var current_thrust_element : ThrustElement = _get_current_plan_element(all_thrust_elements)
if current_thrust_element == null:
last_translation = get_translation()
last_rotation = get_rotation()
running_plan = false
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print("thrust plan set running plan to false")
return
arrow_obj.visible = false
rotate_arrow_obj.visible = false
add_central_force(self.transform.basis.xform(current_thrust_element.linear_thrust))
add_torque(self.transform.basis.xform(current_thrust_element.rotational_thrust))
update_engine_particles(current_thrust_element.linear_thrust, current_thrust_element.rotational_thrust)
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var all_weapons_elements = _get_all_weapons_elements()
var current_weapons_element : WeaponsElement = _get_current_plan_element(all_weapons_elements)
if current_weapons_element == null:
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$GunContainer/RayCast.visible = false
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running_plan = false
return
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if current_weapons_element.firing and is_alive:
_fire_gun(delta)
elif energy < 100:
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$GunContainer/RayCast.visible = false
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energy += BASE_ENERGY_REGEN * delta
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else:
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$GunContainer/RayCast.visible = false
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calculate_other_damage(delta)
plan_time += delta
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func _process(delta : float) -> void:
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_update_battery_visuals(energy)
_update_health_bar(health)
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if mouse_over_player:
display_data(mouse_over_player)
func disable_all_engine_particles() -> void:
var engine_particles = [
$"EngineParticleContainer/S-X,R+Y",
$"EngineParticleContainer/S+X,R-Y",
$"EngineParticleContainer/S-X,R-Y",
$"EngineParticleContainer/S+X,R+Y",
$"EngineParticleContainer/S-Y,R+Z,R+X",
$"EngineParticleContainer/S-Y,R-Z,R+X",
$"EngineParticleContainer/S-Y,R-Z,R-X",
$"EngineParticleContainer/S-Y,R+Z,R-X",
$"EngineParticleContainer/S+Y,R-Z,R+X",
$"EngineParticleContainer/S+Y,R+Z,R+X",
$"EngineParticleContainer/S+Y,R-Z,R-X",
$"EngineParticleContainer/S+Y,R+Z,R-X",
$EngineParticleContainer/SZ,
$EngineParticleContainer/SZ2
]
for ep in engine_particles:
ep.emitting = false
func update_engine_particles(linear_thrust : Vector3, rotational_thrust : Vector3) -> void:
var engine_particles : Particles = $"EngineParticleContainer/S-X,R-Y"
if linear_thrust.x < 0 or rotational_thrust.y > 0:
engine_particles.emitting = true
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engine_particles.scale = Vector3.ONE * (max(-linear_thrust.x, 0)+max(rotational_thrust.y, 0)) * 0.005
else:
engine_particles.emitting = false
engine_particles = $"EngineParticleContainer/S+X,R+Y"
if linear_thrust.x > 0 or rotational_thrust.y < 0:
engine_particles.emitting = true
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engine_particles.scale = Vector3.ONE * (max(linear_thrust.x, 0)+max(-rotational_thrust.y, 0)) * 0.005
else:
engine_particles.emitting = false
engine_particles = $"EngineParticleContainer/S-X,R+Y"
if linear_thrust.x < 0 or rotational_thrust.y < 0:
engine_particles.emitting = true
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engine_particles.scale = Vector3.ONE * (max(-linear_thrust.x, 0)+max(-rotational_thrust.y, 0)) * 0.005
else:
engine_particles.emitting = false
engine_particles = $"EngineParticleContainer/S+X,R-Y"
if linear_thrust.x > 0 or rotational_thrust.y > 0:
engine_particles.emitting = true
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engine_particles.scale = Vector3.ONE * (max(linear_thrust.x, 0)+max(rotational_thrust.y, 0)) * 0.005
else:
engine_particles.emitting = false
engine_particles = $"EngineParticleContainer/S-Y,R+Z,R+X"
if linear_thrust.y < 0 or rotational_thrust.z > 0 or rotational_thrust.x > 0:
engine_particles.emitting = true
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engine_particles.scale = Vector3.ONE * (max(-linear_thrust.y, 0)+max(rotational_thrust.z, 0)+max(rotational_thrust.x, 0)) * 0.01/3
else:
engine_particles.emitting = false
engine_particles = $"EngineParticleContainer/S-Y,R-Z,R+X"
if linear_thrust.y < 0 or rotational_thrust.z < 0 or rotational_thrust.x > 0:
engine_particles.emitting = true
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engine_particles.scale = Vector3.ONE * (max(-linear_thrust.y, 0)+max(-rotational_thrust.z, 0)+max(rotational_thrust.x, 0)) * 0.01/3
else:
engine_particles.emitting = false
engine_particles = $"EngineParticleContainer/S-Y,R-Z,R-X"
if linear_thrust.y < 0 or rotational_thrust.z < 0 or rotational_thrust.x < 0:
engine_particles.emitting = true
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engine_particles.scale = Vector3.ONE * (max(-linear_thrust.y, 0)+max(-rotational_thrust.z, 0)+max(-rotational_thrust.x, 0)) * 0.01/3
else:
engine_particles.emitting = false
engine_particles = $"EngineParticleContainer/S-Y,R+Z,R-X"
if linear_thrust.y < 0 or rotational_thrust.z > 0 or rotational_thrust.x < 0:
engine_particles.emitting = true
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engine_particles.scale = Vector3.ONE * (max(-linear_thrust.y, 0)+max(rotational_thrust.z, 0)+max(-rotational_thrust.x, 0)) * 0.01/3
else:
engine_particles.emitting = false
engine_particles = $"EngineParticleContainer/S+Y,R-Z,R+X"
if linear_thrust.y > 0 or rotational_thrust.z < 0 or rotational_thrust.x > 0:
engine_particles.emitting = true
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engine_particles.scale = Vector3.ONE * (max(linear_thrust.y, 0)+max(-rotational_thrust.z, 0)+max(rotational_thrust.x, 0)) * 0.01/3
else:
engine_particles.emitting = false
engine_particles = $"EngineParticleContainer/S+Y,R+Z,R+X"
if linear_thrust.y > 0 or rotational_thrust.z > 0 or rotational_thrust.x > 0:
engine_particles.emitting = true
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engine_particles.scale = Vector3.ONE * (max(linear_thrust.y, 0)+max(rotational_thrust.z, 0)+max(rotational_thrust.x, 0)) * 0.01/3
else:
engine_particles.emitting = false
engine_particles = $"EngineParticleContainer/S+Y,R-Z,R-X"
if linear_thrust.y > 0 or rotational_thrust.z < 0 or rotational_thrust.x < 0:
engine_particles.emitting = true
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engine_particles.scale = Vector3.ONE * (max(linear_thrust.y, 0)+max(-rotational_thrust.z, 0)+max(-rotational_thrust.x, 0)) * 0.01/3
else:
engine_particles.emitting = false
engine_particles = $"EngineParticleContainer/S+Y,R+Z,R-X"
if linear_thrust.y > 0 or rotational_thrust.z > 0 or rotational_thrust.x < 0:
engine_particles.emitting = true
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engine_particles.scale = Vector3.ONE * (max(linear_thrust.y, 0)+max(rotational_thrust.z, 0)+max(-rotational_thrust.x, 0)) * 0.01/3
else:
engine_particles.emitting = false
engine_particles = $EngineParticleContainer/SZ
var engine_particles2 : Particles = $EngineParticleContainer/SZ2
if linear_thrust.z != 0:
engine_particles.emitting = true
engine_particles2.emitting = true
var modz : float = linear_thrust.z
if modz < 0:
modz = -modz
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engine_particles.scale = Vector3.ONE * (modz) * 0.02
engine_particles2.scale = Vector3.ONE * (modz) * 0.02
else:
engine_particles.emitting = false
engine_particles2.emitting = false
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func play_current_plan() -> void:
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health = end_health
energy = end_energy
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using_full_plan = false
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running_plan = true
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plan_time = 5 * turn_counter
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func play_all_plans() -> void:
get_parent().play_full_plans()
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func play_full_plan() -> void:
running_plan = true
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using_full_plan = true
plan_time = 0.0
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health = 100.0
energy = 100.0
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func _on_PlayButton_pressed() -> void:
play_all_plans()
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func _update_battery_visuals(value : float) -> void:
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$WeaponsPanel/FillingBlocker.margin_bottom = 65 - (clamp(value, 0.0, 100.0) * 1.2)
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func _update_laser(length : float) -> void:
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$GunContainer/RayCast/CSGCylinder.height = length*10
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$GunContainer/RayCast/CSGCylinder.translation = Vector3(0, 0, -length*5)
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func _fire_gun(delta : float) -> void:
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$GunContainer/RayCast.visible = true
var closest_enemy = null
var distance_of_closest = -1
for player in players_in_firing_arc:
if player.player_id == player_id or !player.is_alive:
continue
var player_distance : float = (player.translation - translation).length()
if distance_of_closest == -1 or player_distance < distance_of_closest:
closest_enemy = player
distance_of_closest = player_distance
if closest_enemy != null:
$GunContainer/RayCast.look_at($GunContainer/RayCast.global_transform.origin - translation, Vector3(0,1,0))
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var raycast_pos : Vector3 = $GunContainer/RayCast.global_transform.origin
var target_pos : Vector3 = $GunContainer/RayCast.get_collision_point()
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_update_laser(raycast_pos.distance_to(target_pos))
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else:
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$GunContainer/RayCast.rotation = Vector3.ZERO
_update_laser(-$GunContainer/RayCast.cast_to.z)
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energy -= delta * BASE_ENERGY_USAGE
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if closest_enemy != null:
closest_enemy.take_damage(BASE_DPS * delta)
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func get_display_name() -> String:
return get_parent().get_parent().name_dict[player_id]
func get_human_readable_vector(vector : Vector3) -> String:
return "(" + String(round(vector.x * 10)/10) + ", " + \
String(round(vector.y * 10)/10) + ", " + \
String(round(vector.z * 10)/10) + ")"
func display_data(player_obj : RigidBody) -> void:
var text = "Name: " + player_obj.get_display_name() + "\n"
text += "Position: " + get_human_readable_vector(player_obj.translation) + "\n"
text += "Rotation: " + get_human_readable_vector(player_obj.rotation_degrees) + "\n"
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text += "Hull Integrity: " + String(player_obj.health) + "%\n"
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$InfoPanel/Label.text = text
mouse_over_player = player_obj
func clear_info_panel() -> void:
$InfoPanel/Label.text = ""
mouse_over_player = null
func _on_Player_mouse_entered():
get_parent().mouse_enter(self)
func _on_Player_mouse_exited():
get_parent().mouse_exit(self)
func _on_PlayLastButton_pressed():
if len(thrust_plan.elements) == 0:
play_full_plan()
else:
play_current_plan()
func set_colors(color : Color):
var insideMaterial : Material = preload("res://Shaders/InsideSpaceship.tres").duplicate()
insideMaterial.emission = color
var outsideMaterial : Material = preload("res://Shaders/OutsideSpaceship.material").duplicate()
outsideMaterial.emission = color
outsideMaterial.albedo_color = color
var particleMaterial : Material = preload("res://Shaders/ParticleSpaceship.tres").duplicate()
particleMaterial.emission = color
for child in $EngineParticleContainer.get_children():
child.draw_pass_1.material = particleMaterial
for child in $spaceship.get_children():
if child.name == "Cube":
child.set_surface_material(0, insideMaterial)
else:
child.set_surface_material(0, outsideMaterial)
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func take_damage(damage : float) -> void:
health -= damage
func calculate_other_damage(delta : float):
if (translation.length_squared() > 100):
take_damage(OOB_DAMAGE * delta)
if energy < 0:
take_damage(-energy * BASE_OVERCHARGE_DAMAGE * delta)
func _update_health_bar(value : float) -> void:
health_bar.anchor_left = 0.5 - clamp(value, 0.0, 100.0)/200
health_bar.anchor_right = 0.5 + clamp(value, 0.0, 100.0)/200
func fix_plans() -> void:
if thrust_plan.current_time() < 5.0:
var new_thrust_element : ThrustElement = ThrustElement.new()
new_thrust_element.linear_thrust = Vector3.ZERO
new_thrust_element.rotational_thrust = Vector3.ZERO
new_thrust_element.time = 5.0 - thrust_plan.current_time()
if weapons_plan.current_time() < 5.0:
var new_weapons_element : WeaponsElement = WeaponsElement.new()
new_weapons_element.firing = false
new_weapons_element.time = 5.0 - weapons_plan.current_time()
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func _on_player_enter_firing_arc(body):
players_in_firing_arc.append(body)
print(body.name)
func _on_player_exit_firing_arc(body):
players_in_firing_arc.erase(body)
print(body.name)
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func set_firing_arc_visibility(toggle : bool) -> void:
$GunContainer/Cone/CollisionShape/Cone.visible = toggle
func _on_WeaponVisualiserMenu_item_selected(index):
if index == 0:
get_parent().set_all_firing_arc_visibilities(false)
elif index == 1:
get_parent().set_all_firing_arc_visibilities(false)
set_firing_arc_visibility(true)
elif index == 2:
get_parent().set_all_firing_arc_visibilities(true)