ld-39-jam/Player.gd

138 lines
3.6 KiB
GDScript

extends KinematicBody2D
onready var sprite = get_node("Sprite")
onready var camera = get_node("Camera2D")
onready var left_particles = get_node("Sprite/LeftThruster")
onready var right_particles = get_node("Sprite/RightThruster")
onready var engine_particles = get_node("Sprite/Engine")
onready var left_gun = get_node("Sprite/LeftGun")
onready var right_gun = get_node("Sprite/RightGun")
onready var audio = get_node("SamplePlayer")
var mov_speed = 64 # pixels per second
var ship_vel = Vector2(0, 0)
var ship_max_vel = 100 # pixels per second
var ship_accel = 25 # pixels per second.. per second?
var ship_turn_speed = deg2rad(180) # degrees per second.. i guess?
var ship_dir = Vector2(1, 0)
var ship_mass = 61
var is_moving = false
var missiles_locked_on = 0
var is_engine_playing = false
var enemy_missiles = Array()
var bleep_timer = 0
var bleep_delay = 0.5
func _ready():
set_fixed_process(true)
left_particles.set_emitting(false)
right_particles.set_emitting(false)
func type():
return "Player"
func do_damage(v):
pass
func get_kinematic_position():
return get_global_pos() + ship_vel
func on_enemy_missile_lock(m):
enemy_missiles.append(m)
missiles_locked_on += 1
func on_enemy_missile_lock_lost(m):
enemy_missiles.erase(m)
missiles_locked_on -= 1
if missiles_locked_on <= 0:
pass
func turn_towards(delta, pos):
var target_dir = (pos - get_global_pos()).normalized()
var cpd = target_dir.dot(ship_dir.rotated(deg2rad(90)))
var as = asin(cpd)
var ca = clamp(as, (-ship_turn_speed) * delta, (ship_turn_speed) * delta)
left_particles.set_param(Particles2D.PARAM_LINEAR_VELOCITY, 400 * abs(ca))
right_particles.set_param(Particles2D.PARAM_LINEAR_VELOCITY, 400 * abs(ca))
if ca < -0.01:
left_particles.set_emitting(false)
right_particles.set_emitting(true)
elif ca > 0.01:
left_particles.set_emitting(true)
right_particles.set_emitting(false)
else:
left_particles.set_emitting(false)
right_particles.set_emitting(false)
ship_dir = ship_dir.rotated(-ca)
func get_closest_missile_distance():
var min_dist = 1000
for m in enemy_missiles:
var mis_dist = get_global_pos().distance_to(m.get_global_pos())
if mis_dist < min_dist:
min_dist = mis_dist
return min_dist
func _fixed_process(delta):
var mov_delta = Vector2(0, 0)
turn_towards(delta, get_global_mouse_pos())
if Input.is_action_pressed("player_move_forwards"):
is_moving = true
mov_delta += -ship_dir
elif Input.is_action_pressed("player_move_backwards"):
mov_delta += ship_dir
else:
is_moving = false
if Input.is_action_pressed("player_attack_primary"):
left_gun.fire(delta, ship_vel, -ship_dir)
right_gun.fire(delta, ship_vel, -ship_dir)
elif Input.is_action_pressed("player_attack_secondary"):
pass
if Input.is_action_pressed("player_switch_up"):
pass
elif Input.is_action_pressed("player_switch_down"):
pass
# get closest enemy missile, calc distance
var closest_missile_dist = get_closest_missile_distance()
if closest_missile_dist == 1000:
bleep_delay = 0.5
else:
bleep_delay = closest_missile_dist / 1000
bleep_timer += delta
if missiles_locked_on > 0 and bleep_timer > bleep_delay:
if closest_missile_dist > 10:
audio.play("friendly_blip")
bleep_timer = 0
if is_moving and not is_engine_playing:
is_engine_playing = true
# audio.play("engine")
elif not is_moving:
is_engine_playing = false
# audio.stop(0)
set_rot(ship_dir.angle())
var new_vel = (ship_vel + (mov_delta * (delta * ship_accel))).clamped(ship_max_vel)
var diff = new_vel - ship_vel
ship_vel += diff
self.move(ship_vel)
ship_vel = ship_vel / (delta * ship_mass)
engine_particles.set_emitting(is_moving)