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algodist-steffo-nanogolf/scenes/putt_controller.gd

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GDScript3
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extends Node2D
class_name PuttController
## The maximum impulse that a putt can have.
@export var putt_max_impulse: float
## How many game units a pixel of screen mouse movement corresponds to.
@export var putt_drag_scale: float
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## Length multiplier of the putt ghost
@export var putt_ghost_scale: float
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## Curve mapping relative putt impulse to putt sound volume.
@export var putt_volume: Curve
## Emitted when a putt has happened.
signal putt(putt_vector: Vector2)
@onready var sprite: Sprite2D = $Sprite
@onready var sound: AudioStreamPlayer2D = $Sound
@onready var sprite_texture_width: float = sprite.texture.get_width()
var is_putting: bool = false
var putt_start_point: Vector2
var can_putt: bool = false:
get:
return can_putt
set(value):
can_putt = value
if not value:
is_putting = false
func _input(event: InputEvent):
if can_putt:
if event is InputEventMouseButton:
if event.pressed:
if not is_putting:
start_putt(event.position)
else:
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push_warning("Attempted to start putt while another was in progress.")
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else:
if is_putting:
end_putt(event.position)
else:
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push_warning("Attempted to end putt while none was in progress.")
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if is_putting:
update_putt_ghost(compute_putt(event.position, putt_start_point))
if event is InputEventMouseMotion:
if is_putting:
update_putt_ghost(compute_putt(event.position, putt_start_point))
func update_putt_ghost(putt_vector: Vector2):
sprite.rotation = putt_vector.angle()
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sprite.scale.x = putt_vector.length() * putt_ghost_scale / sprite_texture_width
sprite.position = position - putt_vector * putt_ghost_scale * 0.5
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func compute_putt(start_position: Vector2, end_position: Vector2) -> Vector2:
var vector: Vector2 = -(end_position - start_position)
vector *= putt_drag_scale
if vector.length() > putt_max_impulse:
vector = vector.normalized() * putt_max_impulse
return vector
func start_putt(start_position: Vector2):
visible = true
is_putting = true
putt_start_point = start_position
func end_putt(end_position: Vector2):
visible = false
is_putting = false
can_putt = false
var putt_vector = compute_putt(putt_start_point, end_position)
putt.emit(putt_vector)
play_putt_sound(putt_vector)
func play_putt_sound(putt_vector: Vector2):
var putt_impulse: float = putt_vector.length()
sound.volume_db = putt_volume.sample(putt_impulse / putt_max_impulse)
sound.play()