mirror of
https://github.com/Steffo99/hella-farm.git
synced 2024-11-28 19:14:23 +00:00
119 lines
3.2 KiB
GDScript
119 lines
3.2 KiB
GDScript
extends RigidBody2D
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var initial_self_position: Vector2 = Vector2.ZERO
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var initial_mouse_position: Vector2 = Vector2.ZERO
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@onready var rand_walk_timer: Timer = Timer.new()
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var rng = RandomNumberGenerator.new()
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enum State {STATE_IDLE, STATE_WALK, STATE_PICKED, STATE_RUN, STATE_THROWN}
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var state: State = State.STATE_IDLE
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var walk_dir: Vector2 = Vector2.ZERO
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var last_dir: int = 1
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var last_mouse_pos: Vector2 = Vector2.ZERO
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@export var min_run_dist = 200
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@export var max_run_dist = 250
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@export var walk_speed = 150
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@export var run_speed = 500
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@export var drag_damp = 40
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@export var normal_damp = 4
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@export var thrown_damp = 2
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# Called when the node enters the scene tree for the first time.
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func _ready():
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add_child(rand_walk_timer)
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rand_walk_timer.one_shot = true;
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rand_walk_timer.connect("timeout", _on_timer_timeout)
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init_timer()
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func init_timer():
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if state == State.STATE_IDLE:
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var rand_time = max(0, rng.randfn(4, 1.5))
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rand_walk_timer.start(rand_time)
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elif state == State.STATE_WALK:
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rand_walk_timer.start(5)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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# Update state
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var curr_mpos = get_viewport().get_mouse_position()
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last_mouse_pos = curr_mpos
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if state == State.STATE_PICKED and not Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
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pick_down()
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var mouse_dis = position.distance_to(curr_mpos)
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if (state == State.STATE_IDLE or state == State.STATE_WALK) and mouse_dis < min_run_dist:
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# Run away from mouse
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state = State.STATE_RUN
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rand_walk_timer.stop()
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elif state == State.STATE_RUN and mouse_dis > max_run_dist:
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state = State.STATE_IDLE
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init_timer()
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func _physics_process(delta):
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gravity_scale = 0
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if state == State.STATE_THROWN and linear_velocity.length() < 300:
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linear_velocity = Vector2.ZERO
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state = State.STATE_WALK
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init_timer()
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var force = Vector2.ZERO
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if state == State.STATE_WALK:
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force = walk_speed * walk_dir
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elif state == State.STATE_RUN:
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var run_dir = -position.direction_to(last_mouse_pos)
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force = run_speed * run_dir
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elif state == State.STATE_PICKED:
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var dest_position = initial_self_position + (last_mouse_pos - initial_mouse_position)
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apply_central_force(50 * (dest_position - position) * dest_position.distance_to(position) * delta)
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else:
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pass
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if force.length_squared() > 0.001:
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apply_central_force(force)
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last_dir = sign(force.dot(Vector2.LEFT))
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scale.x = last_dir
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if state == State.STATE_PICKED:
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linear_damp = drag_damp
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elif state == State.STATE_THROWN:
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linear_damp = thrown_damp
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else:
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linear_damp = normal_damp
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func _on_input_event(viewport, event, shape_idx):
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if event is InputEventMouseButton:
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var was_picked_up = state == State.STATE_PICKED
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var is_picked_up = event.pressed
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initial_mouse_position = event.position
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initial_self_position = position
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if not was_picked_up and is_picked_up:
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state = State.STATE_PICKED
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rand_walk_timer.stop()
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elif was_picked_up and not is_picked_up:
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pick_down()
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func pick_down():
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state = State.STATE_THROWN
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init_timer()
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func _on_timer_timeout():
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if state == State.STATE_IDLE:
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state = State.STATE_WALK
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walk_dir = Vector2.from_angle(rng.randf_range(0, 2*PI))
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elif state == State.STATE_WALK:
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state = State.STATE_IDLE
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init_timer()
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