Added all the things

This commit is contained in:
Nathan Anderson
2022-08-04 10:50:28 -06:00
commit 417044bfda
18 changed files with 760 additions and 0 deletions
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extends Node2D
onready var sprite = $Sprite
func _ready() -> void:
sprite.set_modulate(Color(1.0, 0.0, 0.0))
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extends KinematicBody2D
class_name Neighbor
signal neighbor_following_roger
onready var roger_area := $RogerArea2D
onready var sprite := $AnimatedSprite
onready var wander_timer := $WanderTimer
export var MAX_SPEED := 225
export var ACCELERATION := 1000
export var FRICTION := 2000
var state = State.IDLE
var neighbor_velocity := Vector2.ZERO
var leader: KinematicBody2D
var follower: KinematicBody2D
var rng := RandomNumberGenerator.new()
var is_wandering := false
var wander_direction := Vector2.ZERO
enum State {
MOVE,
WANDER,
IDLE
}
func reset_leads() -> void:
if follower != null:
follower.reset_leads()
leader = null
follower = null
func _ready() -> void:
sprite.set_modulate(Color(.5,0,0))
func _physics_process(delta: float) -> void:
match state:
State.MOVE:
move_state(delta)
State.WANDER:
wander_state(delta)
State.IDLE:
idle_state(delta)
func move_state(delta: float) -> void:
# var player := get_parent().get_node("Player") as Player
# leader.follower = self
if leader == null:
state = State.IDLE
return
var result_vector := leader.global_position - global_position
if result_vector.length() > 100:
move_neighbor(result_vector)
else:
state = State.IDLE
if result_vector.length() > 250:
leader.follower = null
leader = null
if follower != null:
follower.reset_leads()
follower = null
state = State.IDLE
func wander_state(delta: float) -> void:
if leader != null:
state = State.MOVE
return
move_neighbor(wander_direction, true)
func move_neighbor(direction_vector: Vector2, is_wander: bool = false) -> void:
sprite.play("run") if not is_wander else sprite.play("walk")
var move_vector := Vector2(direction_vector).normalized()
if move_vector.x < 0 and not sprite.flip_h:
sprite.flip_h = true
elif move_vector.x > 0 and sprite.flip_h:
sprite.flip_h = false
if move_vector != Vector2.ZERO:
var velocity := move_vector * MAX_SPEED if not is_wander else move_vector * MAX_SPEED / 3
neighbor_velocity = neighbor_velocity.move_toward(velocity, ACCELERATION * get_physics_process_delta_time())
else:
neighbor_velocity = neighbor_velocity.move_toward(Vector2.ZERO, FRICTION * get_physics_process_delta_time())
neighbor_velocity = move_and_slide(neighbor_velocity)
func idle_state(delta: float) -> void:
if wander_timer.is_stopped():
wander_timer.start(rng.randf_range(0, 1.5))
sprite.play("idle")
for body in roger_area.get_overlapping_bodies():
if body.is_class("KinematicBody2D") and not body is Trolley and leader == null and body.follower == null and body.leader != null:
leader = body
leader.follower = self
if leader != null:
state = State.MOVE
func _on_RogerArea2D_body_entered(body: Node) -> void:
if body != self and leader == null:
if body is Player and body.follower == null:
body.follower = self
leader = body
elif body.is_class("KinematicBody2D") and not body is Trolley and body.follower == null:
print('Got neighbor body')
if body.leader != null:
print('Following the leader')
leader = body
leader.follower = self
func _on_WanderTimer_timeout() -> void:
if state == State.IDLE:
print('wander timer done')
var rand_x = rng.randf_range(-1.0, 1.0)
var rand_y = rng.randf_range(-1.0, 1.0)
var wander_time = rng.randf_range(1.0, 1.5)
state = State.WANDER
wander_direction = Vector2(rand_x, rand_y)
wander_timer.start(wander_time)
elif state == State.WANDER:
print('Done wandering')
var wait_time = rng.randf_range(1.0, 5.5)
state = State.IDLE
wander_timer.start(wait_time)
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extends KinematicBody2D
class_name Player
export var MAX_SPEED := 300
export var ACCELERATION := 1000
export var FRICTION := 2000
var player_velocity = Vector2.ZERO
var state = State.IDLE
var follower : KinematicBody2D
onready var sprite := $AnimatedSprite
enum State {
MOVE,
IDLE
}
func _physics_process(delta: float) -> void:
match state:
State.MOVE:
move_state(delta)
State.IDLE:
idle_state(delta)
func move_state(delta: float) -> void:
var input_vector := Vector2.ZERO
input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
input_vector.normalized()
if input_vector.x < 0 and not sprite.flip_h:
sprite.flip_h = true
elif input_vector.x > 0 and sprite.flip_h:
sprite.flip_h = false
if input_vector != Vector2.ZERO:
player_velocity = player_velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
else:
player_velocity = player_velocity.move_toward(Vector2.ZERO, FRICTION * delta)
player_velocity = move_and_slide(player_velocity)
if player_velocity == Vector2.ZERO:
state = State.IDLE
func idle_state(delta: float) -> void:
if Input.is_action_just_pressed("ui_up") or Input.is_action_just_pressed("ui_down") or Input.is_action_just_pressed("ui_left") or Input.is_action_just_pressed("ui_right"):
sprite.set_animation("run")
state = State.MOVE
else:
sprite.set_animation("idle")
# if Input.is_action_pressed("ui_up"):
# speed.y -= ACCELERATION
# elif Input.is_action_pressed("ui_right"):
# print("right")
# elif Input.is_action_pressed("ui_left"):
# print("left")
# elif Input.is_action_pressed("ui_down"):
# print("down")
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extends Node2D
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extends KinematicBody2D
class_name Trolley
export var TIME = 60
onready var trolley_closed_shape = $TrolleyClosedShape
export var MAX_VELOCITY = .3
var velocity := Vector2.ZERO
var has_roger := false
func _ready() -> void:
trolley_closed_shape.set_deferred("disabled", true)
func _physics_process(delta: float) -> void:
velocity.x = move_toward(velocity.x, MAX_VELOCITY, delta if not has_roger else delta * 10)
var collision := move_and_collide(velocity)
if collision:
var collider = collision.get_collider()
if collider.get_class() == "KinematicBody2D":
if has_roger:
MAX_VELOCITY = 10
collider.move_and_collide(velocity * 3)
func _on_TrolleySeatArea_body_entered(body: Node) -> void:
if body is Player:
has_roger = true
print('closing trolley')
trolley_closed_shape.set_deferred("disabled", false)