neighbor-game/scripts/trolley.gd

117 lines
3.2 KiB
GDScript

extends KinematicBody2D
class_name Trolley
signal rogers_left_trolley()
signal rogers_entered_trolley()
signal left_wih_rogers(has_rogers)
onready var trolley_closed_shape = $TrolleyClosedShape
export var MAX_VELOCITY = 8
var velocity := Vector2.ZERO
var state = State.STOPPED
var has_roger := false
var destination := Vector2.ZERO
var house_position : Vector2
var arrival_time: int
var en_route_length: float
enum State {
MOVE_TO_START,
STOPPED,
EN_ROUTE,
LEAVING
}
func set_trolley_open(trolley_open: bool) -> void:
trolley_closed_shape.set_deferred("disabled", trolley_open)
func move_to_start(start_pos: Vector2) -> void:
state = State.MOVE_TO_START
destination = start_pos
velocity = Vector2(MAX_VELOCITY, 0)
set_trolley_open(false)
func move_to_end(end_pos: Vector2, seconds_to_exit) -> void:
state = State.EN_ROUTE
destination = end_pos
velocity = Vector2.ZERO
arrival_time = seconds_to_exit
set_trolley_open(false)
en_route_length = destination.x - global_position.x
func move_to_leave() -> void:
if state != State.LEAVING:
set_trolley_open(false)
emit_signal("left_wih_rogers", has_roger)
state = State.LEAVING
func _physics_process(delta: float) -> void:
match state:
State.MOVE_TO_START:
_decelerate_to_start(delta)
State.STOPPED:
_stop(delta)
State.EN_ROUTE:
_en_route(delta)
State.LEAVING:
_leaving(delta)
# For the player indicator to show where the trolley is, update 'house_position' to current position
house_position = global_position
func _decelerate_to_start(delta: float) -> void:
var length_to_start := destination.x - global_position.x - 100
velocity.x = min(move_toward(velocity.x, length_to_start, delta * 10), MAX_VELOCITY)
var collision := move_and_collide(velocity)
if collision:
var collider = collision.get_collider()
if collider.get_class() == "KinematicBody2D":
collider.move_and_collide(velocity * 2)
if global_position.x >= destination.x:
set_trolley_open(true)
state = State.STOPPED
func _stop(delta: float) -> void:
pass
func _en_route(delta: float) -> void:
velocity.x = en_route_length / arrival_time * delta
var collision := move_and_collide(velocity)
if collision:
var collider = collision.get_collider()
if collider.get_class() == "KinematicBody2D":
if has_roger:
return
collider.move_and_collide(velocity * 3)
if global_position.x >= destination.x:
set_trolley_open(false)
state = State.LEAVING
func _leaving(delta: float) -> void:
velocity.x = min(move_toward(velocity.x, (destination.x + 200), delta * 10), MAX_VELOCITY)
var collision := move_and_collide(velocity)
if collision:
var collider = collision.get_collider()
if collider.get_class() == "KinematicBody2D":
collider.move_and_collide(velocity * 3)
# if global_position.x >= destination.x:
# set_trolley_open(true)
# state = State.STOPPED
func _on_TrolleySeatArea_body_entered(body: Node) -> void:
if body is Player and state != State.STOPPED and state != State.MOVE_TO_START:
has_roger = true
trolley_closed_shape.set_deferred("disabled", false)
emit_signal("rogers_entered_trolley")
func _on_TrolleySurroundingArea_body_exited(body_rid: RID, body: Node, body_shape_index: int, local_shape_index: int) -> void:
if body is Player:
has_roger = false
emit_signal("rogers_left_trolley")