mirror of
https://github.com/Steffo99/nanogolf.git
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66 lines
2.8 KiB
GDScript
66 lines
2.8 KiB
GDScript
extends CharacterBody2D
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class_name GolfBall
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## Dynamic friction subtracted from the body's velocity on each physics step.
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@export var physics_friction: float
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## The maximum number of bounces that the collision algorithm will consider in a single physics step.
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@export var physics_max_bounces: float
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## A multiplier applied to the body's velocity every time it collides with something.
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@export var physics_bounce_coefficient: float
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## The scene to instantiate to play the collision sound
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@export var collision_sound: PackedScene
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## Curve mapping relative putt power to putt sound volume.
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@export var collision_volume_db: Curve
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## The velocity at which the maximum volume of [member collision_volume_db] is played.
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@export var collision_volume_max_velocity: float
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@onready var putt_controller: PuttController = $"PuttController"
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func _on_putt(putt_vector: Vector2):
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velocity += putt_vector
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func do_movement(movement: Vector2):
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# How many times the body collided in the current physics step.
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var bounces: int = 0
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# While the body should still move some space, and it isn't stuck in a perpetual loop of bouncing...
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while movement.length() > 0.0 and bounces < physics_max_bounces:
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# Try to move!
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var collision: KinematicCollision2D = move_and_collide(movement)
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# If the body did not collide and performed its full movement, we're done!
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if not collision:
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break
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# Let's try to handle the collision properly
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bounces += 1
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# Determine the normal of the collision (the direction the body should be pushed back in)
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var collision_normal = collision.get_normal()
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# Play the collision sound
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if bounces == 1:
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# Determine with how much speed the body collided
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var collision_velocity = -collision_normal.dot(velocity)
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print(collision_velocity)
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# Create a new sound instance
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var collision_sound_instance: AudioStreamPlayer2D = collision_sound.instantiate()
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# Set the sound volume based on the relative collision velocity
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collision_sound_instance.volume_db = min(0, collision_volume_db.sample(collision_velocity / collision_volume_max_velocity))
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# Add the sound to the SceneTree so it starts playing
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$"..".add_child(collision_sound_instance)
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# Set the sound's global position to the current global position of the body
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collision_sound_instance.global_position = global_position
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# Change the velocity adequately
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velocity = velocity.bounce(collision_normal)
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# Reflect the remaining movement
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movement = collision.get_remainder().bounce(collision_normal)
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# If we collided with something in this step, we need to apply the bounce coefficient
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if bounces > 0:
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velocity *= physics_bounce_coefficient
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func _physics_process(delta):
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do_movement(velocity * delta)
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var new_velocity_length = max(0.0, velocity.length() - physics_friction)
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velocity = velocity.normalized() * new_velocity_length
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if new_velocity_length == 0.0:
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putt_controller.can_putt = true
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