Files
SemesterGameJam2022/scripts/Logic/Game.gd
2022-12-10 22:50:53 +01:00

169 lines
5.4 KiB
GDScript

extends Node
class_name Game
const CHILL = 0
const FIGHTING = 1
const SHOOT = 2
const FOUGHT = 3
#Signals
signal shoot
#Variables
@onready var p1_train = $Train1 as Train
@onready var p2_train = $Train2 as Train
@onready var StartNode = $StartNode
var p1_node : MapNode
var p2_node : MapNode
var initial_pos_p1 : Vector3
var initial_pos_p2 : Vector3
var initial_camera_pos: Vector3
var fight_state = CHILL
var t = 0.0
var active_pickups = []
var active_map_nodes = 0
func _ready():
getMapSize(StartNode, true)
initial_camera_pos = $Camera3D.position
initial_pos_p1 = p1_train.position
initial_pos_p2 = p2_train.position
p1_node = StartNode
p2_node = StartNode
p2_train.get_node("CharacterBody3D").is_player1 = false
p2_train.is_P1 = false
p1_train.hit.connect(_on_hit_player)
p2_train.hit.connect(_on_hit_player)
p1_train.current_speed = 6
p2_train.current_speed = 6
func getMapSize(node, is_start):
if node == StartNode && not is_start:
return
if(node is TurnMapNode):
getMapSize(node.turn_node, false)
node.turnEvent.connect(_on_turn_event)
getMapSize(node.next, false)
active_map_nodes += 2
else:
getMapSize(node.next, false)
active_map_nodes += 1
func _on_turn_event():
#
pass
func _on_hit_player(player1,dmg):
if not player1:
p2_train.current_speed -= dmg
else:
p1_train.current_speed -= dmg
func _process(delta):
if(active_pickups.size() < 1):
fillPickups()
#SIMULATION
mapSimulation(delta)
fightSimulation()
func fillPickups():
pass
func mapSimulation(delta):
p1_train.current_distance += p1_train.current_speed * delta
p2_train.current_distance += p2_train.current_speed * delta
p1_train.distance_from_start += p1_train.current_speed * delta
p2_train.distance_from_start += p2_train.current_speed * delta
if(p1_node == StartNode && p1_train.distance_from_start > 15):
p1_train.distance_from_start = 0
if(p2_node == StartNode && p2_train.distance_from_start > 15):
p2_train.distance_from_start = 0
if(p1_train.current_distance >= p1_node.LENGTH):
var distance_delta = p1_train.current_distance - p1_node.LENGTH
p1_node = p1_node._on_train_exit(p1_train)
p1_train.current_distance = distance_delta
if(p2_train.current_distance >= p2_node.LENGTH):
var distance_delta = p2_train.current_distance - p2_node.LENGTH
p2_node = p2_node._on_train_exit(p2_train)
p2_train.current_distance = distance_delta
$Control/VSlider.value = p2_train.distance_from_startgit
$Control/VSlider2.value = p1_train.distance_from_start
func fightSimulation():
#FIGHT SIMULATION
if(p1_node == p2_node && abs(p1_train.current_distance - p2_train.current_distance) < 0.5):
if(fight_state == CHILL):
fight_state = FIGHTING
var tween = create_tween()
tween.set_trans(Tween.TRANS_EXPO)
tween.set_ease(Tween.EASE_OUT)
var speed_differene = p1_train.current_speed - p2_train.current_speed
tween.set_parallel()
tween.tween_property($Camera3D, "position", initial_camera_pos + Vector3(0,80,20), 1.4)
if(speed_differene > 0):
var new_pos_p1 = p1_train.position + Vector3(-30 ,0,+30)
tween.tween_property(p1_train, "position",new_pos_p1, 0.5)
var new_pos_p2 = p2_train.position + Vector3(30,0,-30)
tween.tween_property(p2_train, "position",new_pos_p2, 0.5)
else:
var new_pos_p2 = p2_train.position + Vector3(30,0, +30)
tween.tween_property(p2_train, "position",new_pos_p2, 0.5)
var new_pos_p1 = p1_train.position + Vector3(-30 ,0,-30)
tween.tween_property(p1_train, "position",new_pos_p1, 0.5)
tween.tween_property($Control/Panel, "custom_minimum_size", Vector2(0,0), 0.6)
tween.tween_property($Control/VSlider,"scale",Vector2(0,0),0.6)
tween.tween_property($Control/VSlider2,"scale",Vector2(0,0),0.6)
tween.tween_callback(approach).set_delay(0.5)
elif(fight_state == FOUGHT):
fight_state = CHILL
var tween = create_tween()
tween.set_trans(Tween.TRANS_EXPO)
tween.set_ease(Tween.EASE_OUT)
tween.tween_property($Camera3D, "position", initial_camera_pos, 1.4)
tween.set_parallel()
tween.tween_property(p1_train, "position",initial_pos_p1, 1)
tween.tween_property(p2_train, "position", initial_pos_p2, 1)
tween.tween_property($Control/Panel, "custom_minimum_size", Vector2(15,0), 1)
tween.tween_property($Control/VSlider,"scale",Vector2(1,1),1)
tween.tween_property($Control/VSlider2,"scale",Vector2(1,1),1)
func approach():
var tween = create_tween()
tween.set_trans(Tween.TRANS_EXPO)
tween.set_ease(Tween.EASE_OUT)
tween.set_parallel()
var speed_differene = p1_train.current_speed - p2_train.current_speed
if(speed_differene > 0):
tween.tween_property(p1_train, "position", Vector3(p1_train.position.x, p1_train.position.y, p2_train.position.z), 0.7)
else:
tween.tween_property(p2_train, "position", Vector3(p2_train.position.x, p2_train.position.y, p1_train.position.z), 0.7)
emit_signal("shoot")
tween.tween_callback(fight).set_delay(1)
func fight():
var tween = create_tween()
tween.set_trans(Tween.TRANS_EXPO)
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_parallel()
var speed_differene = p1_train.current_speed - p2_train.current_speed
if(speed_differene > 0):
tween.tween_property(p1_train, "position", Vector3(p1_train.position.x, p1_train.position.y, p2_train.position.z - 90), 0.7)
else:
tween.tween_property(p2_train, "position", Vector3(p2_train.position.x, p2_train.position.y, p1_train.position.z - 90), 0.7)
emit_signal("shoot")
tween.tween_callback(func(): fight_state = FOUGHT).set_delay(0.7)