257 lines
8.2 KiB
GDScript
257 lines
8.2 KiB
GDScript
extends KinematicBody2D
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class_name Neighbor
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signal found_home(id)
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var NeighborSprite = {
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0:"aberlin",
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1:"chad",
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2:"gary",
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3:"maggie",
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4:"sarah",
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5:"steve",
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6:"tim",
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7:"tyler"
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}
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onready var roger_area := $RogerArea2D
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onready var sprite := $AnimatedSprite
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onready var wander_timer := $WanderTimer
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onready var chevron_sprite := $ChevronSprite
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onready var line_path := $LinePath
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onready var path_dist_label := $PathDistanceLabel
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onready var circle_sprite := $CircleSprite
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export var MAX_SPEED := 225
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export var ACCELERATION := 1000
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export var FRICTION := 2000
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export var MAX_FOLLOW_DISTANCE := 250
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export var MIN_FOLLOW_DISTANCE := 80
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export var DIST_PERCENT_AWAY_SHOW_CUTOFF := 0.65
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var neighbor_sprite : int
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var state = State.IDLE
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var neighbor_velocity := Vector2.ZERO
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var leader: KinematicBody2D
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var follower: KinematicBody2D
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var rng := RandomNumberGenerator.new()
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var wander_direction := Vector2.ZERO
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var matching_house_node : Node2D
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var house_position := Vector2.ZERO
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var house_direction := Vector2.ZERO
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var id : int
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var path: Array = []
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var path_length: float
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var calc_path := true
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var level_navigation: Navigation2D setget set_level_navigation
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var pop_effect_scene = preload("res://scenes/pop.tscn")
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enum State {
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MOVE,
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WANDER,
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IDLE,
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GO_HOME,
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FOUND_HOME
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}
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func reset_leads() -> void:
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if follower != null:
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follower.reset_leads()
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leader = null
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follower = null
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func set_level_navigation(node: Navigation2D) -> void:
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level_navigation = node
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func _ready() -> void:
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path_dist_label.text = ''
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id = int(self.name[-1])
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rng.set_seed(id)
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matching_house_node = get_parent().get_node("House%s" % id)
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matching_house_node.connect("come_home", self, "_on_house_come_home")
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circle_sprite.scale = Vector2((MAX_FOLLOW_DISTANCE / 16), (MAX_FOLLOW_DISTANCE / 16))
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circle_sprite.set_modulate(Color(0,0,0,0))
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_setup_animated_sprite()
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func _physics_process(delta: float) -> void:
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# if OS.is_debug_build():
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# line_path.global_position = Vector2.ZERO
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# chevron_sprite.visible = leader != null
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house_position = matching_house_node.global_position
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house_direction = (house_position - global_position).normalized()
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match state:
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State.MOVE:
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_move_state(delta)
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State.WANDER:
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_wander_state(delta)
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State.IDLE:
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_idle_state(delta)
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State.GO_HOME:
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_go_home_state(delta)
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func _move_state(delta: float) -> void:
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if leader == null:
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state = State.IDLE
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return
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else:
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if (leader.global_position - global_position).length() <= 40.0:
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# if OS.is_debug_build():
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# chevron_sprite.rotation_degrees = rad2deg((global_position - leader.global_position).angle()) - 90
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_move_neighbor(global_position - leader.global_position)
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return
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if calc_path:
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path = level_navigation.get_simple_path(global_position, leader.global_position)
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calc_path = false
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path_length = _calc_points_length(path)
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# if OS.is_debug_build():
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# line_path.points = path
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# path_dist_label.text = "%s" % path_length
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else:
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calc_path = true
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var result_vector = path[1] - path[0] if len(path) >= 2 else leader.global_position - global_position
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# if OS.is_debug_build():
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# chevron_sprite.rotation_degrees = rad2deg((result_vector).angle()) - 90
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if path_length > MIN_FOLLOW_DISTANCE:
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_move_neighbor(result_vector)
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else:
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state = State.IDLE
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_set_circle_indicator(result_vector.length())
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if result_vector.length() > MAX_FOLLOW_DISTANCE or path_length > MAX_FOLLOW_DISTANCE * 1.75:
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leader.follower = null
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leader = null
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if follower != null:
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follower.reset_leads()
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follower = null
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state = State.IDLE
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func _wander_state(delta: float) -> void:
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if leader != null:
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state = State.MOVE
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return
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_move_neighbor(wander_direction, true)
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func _idle_state(delta: float) -> void:
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if leader == null and len(line_path.points) != 0:
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line_path.points = []
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circle_sprite.set_modulate(Color(0,0,0,0))
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if wander_timer.is_stopped() and leader == null:
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wander_timer.start(rng.randf_range(1.8, 6.5))
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sprite.play("idle")
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# Connect to roger or neighbor following roger
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for body in roger_area.get_overlapping_bodies():
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if body.is_class("KinematicBody2D") and not body is Trolley and not body is Car and leader == null and body.follower == null and body.leader != null:
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leader = body
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leader.follower = self
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if leader != null:
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state = State.MOVE
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func _go_home_state(delta: float) -> void:
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_move_neighbor(house_direction, true)
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if ((house_position - global_position).length() < 30):
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emit_signal("found_home", id)
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queue_free()
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func _move_neighbor(direction_vector: Vector2, is_walk: bool = false) -> void:
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sprite.play("run") if not is_walk else sprite.play("walk")
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var move_vector := Vector2(direction_vector).normalized()
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if move_vector.x < 0 and not sprite.flip_h:
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sprite.flip_h = true
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elif move_vector.x > 0 and sprite.flip_h:
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sprite.flip_h = false
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if move_vector != Vector2.ZERO:
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var velocity := move_vector * MAX_SPEED if not is_walk else move_vector * MAX_SPEED / 3
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neighbor_velocity = neighbor_velocity.move_toward(velocity, ACCELERATION * get_physics_process_delta_time())
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else:
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neighbor_velocity = neighbor_velocity.move_toward(Vector2.ZERO, FRICTION * get_physics_process_delta_time())
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neighbor_velocity = move_and_slide(neighbor_velocity, Vector2( 0, 0 ), false, 4, 0.785398, false)
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for i in get_slide_count():
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var collision := get_slide_collision(i)
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if "Trolley" in collision.collider.name or "Car" in collision.collider.name:
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state = State.IDLE
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func _on_RogerArea2D_body_entered(body: Node) -> void:
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if body != self and leader == null:
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if body is Player and body.follower == null:
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body.follower = self
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leader = body
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elif body.is_class("KinematicBody2D") and not body is Trolley and not body is Car and body.follower == null:
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if body.leader != null:
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leader = body
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leader.follower = self
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func _on_WanderTimer_timeout() -> void:
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if state == State.IDLE:
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var rand_x = rng.randf_range(-1.0, 1.0)
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var rand_y = rng.randf_range(-1.0, 1.0)
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var wander_time = rng.randf_range(0.3, 1.2)
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state = State.WANDER
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wander_direction = Vector2(rand_x, rand_y)
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wander_timer.start(wander_time)
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elif state == State.WANDER:
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var wait_time = rng.randf_range(1.8, 6.5)
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state = State.IDLE
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wander_timer.start(wait_time)
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elif state == State.FOUND_HOME:
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state = State.GO_HOME
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func _on_house_come_home() -> void:
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sprite.play("idle")
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wander_timer.start(0.5)
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var instance = pop_effect_scene.instance()
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get_parent().add_child(instance)
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instance.global_position = Vector2(global_position.x, global_position.y - 50)
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if follower == null:
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leader.follower = null
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else:
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leader.follower = follower
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follower.leader = leader
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state = State.FOUND_HOME
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func _set_circle_indicator(length: float) -> void:
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# begin to show circle when neighbor is approaching max
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if length / MAX_FOLLOW_DISTANCE >= DIST_PERCENT_AWAY_SHOW_CUTOFF:
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# returns a value between 0 and 1 based on the cutoff value
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var percent_visible = ((length / MAX_FOLLOW_DISTANCE) - DIST_PERCENT_AWAY_SHOW_CUTOFF) / (1 - DIST_PERCENT_AWAY_SHOW_CUTOFF)
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circle_sprite.set_modulate(Color(percent_visible, percent_visible / 2, percent_visible / 2, percent_visible))
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else:
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circle_sprite.set_modulate(Color(0,0,0,0))
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func _setup_animated_sprite() -> void:
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var name = NeighborSprite[id % 8]
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var sprite_frames := SpriteFrames.new()
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# add animations
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sprite_frames.add_animation("idle")
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sprite_frames.add_animation("run")
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sprite_frames.add_animation("walk")
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# idle
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sprite_frames.add_frame("idle", load("res://assets/%s.png" % name))
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# walk
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sprite_frames.add_frame("walk", load("res://assets/runningSprites/%s/%s1.png" % [name, name.capitalize()]))
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sprite_frames.add_frame("walk", load("res://assets/runningSprites/%s/%s2.png" % [name, name.capitalize()]))
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sprite_frames.add_frame("walk", load("res://assets/%s.png" % name))
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# run
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for i in range(8):
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sprite_frames.add_frame("run", load("res://assets/runningSprites/%s/%s%s.png" % [name, name.capitalize(), i]))
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sprite_frames.set_animation_speed("run", 8.0)
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sprite.frames = sprite_frames
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func _calc_points_length(points: PoolVector2Array) -> float:
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var sum_vector := Vector2.ZERO
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if len(points) == 0:
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return (MAX_FOLLOW_DISTANCE + 1) as float
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var current_point = points[0]
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points.remove(0)
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for point in points:
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sum_vector += point - current_point
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return sum_vector.length()
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func _set_paused(paused: bool) -> void:
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set_physics_process(!paused)
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set_process(!paused)
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wander_timer.paused = paused
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