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path: root/Scenes/Entities/Player.gd
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extends CharacterBody2D

class_name Player


signal damaged
signal health_changed


const SPEED = 60
const KICK_SPEED = 300
const THROW_DISTANCE = 3

@export var BombScene: PackedScene = preload("res://Scenes/Entities/Bombs/Bomb__Normal.tscn")
@export var bomb_power: int = 2
@export var max_bombs: int = 5
@export var bomb_components: Array[Bomb.COMPONENT_TYPE] = [
	Bomb.COMPONENT_TYPE.REMOTE_CONTROL,
	Bomb.COMPONENT_TYPE.REMOTE_DETONATE
]
var bombs: Array = []
var last_planted_bomb: Bomb

@export var maxHealth: int = 12
@export var health: int = self.maxHealth
@export var extraHealth: int = 5

var is_invincible = false

var held_bomb: Bomb
var just_planted_bomb: bool = false
var accumulated_bomb_wait_delta = 0
var bomb_wait_delta_mutiplier = 5

var DIRECTION = Vector2.DOWN
var DIRECTIONS: Array = [Vector2.DOWN]
var LAST_DIRECTIONS: Array = []

var collision_area: Area2D



func _ready():
	add_to_group("player")
	set_up_direction(Vector2.UP)
	motion_mode = CharacterBody2D.MOTION_MODE_FLOATING
	
	collision_area = Utilities.Collision.Area.new(self, $CollisionShape2D)
	collision_area.set_collision_mask_value(Utilities.Collision.Layer.ENEMY, true)
	collision_area.connect("collided", Callable(self, "_collide"))
	add_child(collision_area)


func _process(delta):
	if (self.bomb_components.has(Bomb.COMPONENT_TYPE.REMOTE_DETONATE)
		and Input.is_action_just_pressed("ui_cancel")):
		if self.bombs.size() > 0:
			self.bombs[self.bombs.size() - 1].explode()
	
	if (self.bomb_components.has(Bomb.COMPONENT_TYPE.REMOTE_CONTROL)
		and self.last_planted_bomb and Input.is_action_pressed("ui_accept") and self.just_planted_bomb
		and self.accumulated_bomb_wait_delta >= delta * self.bomb_wait_delta_mutiplier):
		if Input.is_action_pressed("ui_left"):
			self.last_planted_bomb.position.x -= SPEED * delta
		if Input.is_action_pressed("ui_right"):
			self.last_planted_bomb.position.x += SPEED * delta
		if Input.is_action_pressed("ui_up"):
			self.last_planted_bomb.position.y -= SPEED * delta
		if Input.is_action_pressed("ui_down"):
			self.last_planted_bomb.position.y += SPEED * delta
	else:
		if (self.just_planted_bomb and
			self.accumulated_bomb_wait_delta < delta * self.bomb_wait_delta_mutiplier):
			self.accumulated_bomb_wait_delta += delta
		else:
			self.accumulated_bomb_wait_delta = 0
			self.just_planted_bomb = false
#		self.just_planted_bomb = false
	
		self.DIRECTIONS = []
		if Input.is_action_pressed("ui_left"):
			velocity.x -= SPEED
			self.DIRECTIONS.append(Vector2.LEFT)
			self.DIRECTION = Vector2.LEFT
		if Input.is_action_pressed("ui_right"):
			velocity.x += SPEED
			self.DIRECTIONS.append(Vector2.RIGHT)
			self.DIRECTION = Vector2.RIGHT
		if Input.is_action_pressed("ui_up"):
			velocity.y -= SPEED
			self.DIRECTIONS.append(Vector2.UP)
			self.DIRECTION = Vector2.UP
		if Input.is_action_pressed("ui_down"):
			velocity.y += SPEED
			self.DIRECTION = Vector2.DOWN
			self.DIRECTIONS.append(Vector2.DOWN)
		
		var last_animation = $AnimatedSprite2D.animation
		var frame = $AnimatedSprite2D.frame
		var progress = $AnimatedSprite2D.frame_progress
		
		if velocity.x < 0 && velocity.y == 0:
			$AnimatedSprite2D.play("left")
		elif velocity.x > 0 && velocity.y == 0:
			$AnimatedSprite2D.play("right")
		elif velocity.x == 0 && velocity.y < 0:
			$AnimatedSprite2D.play("up")
		elif velocity.x == 0 && velocity.y > 0:
			$AnimatedSprite2D.play("down")
		elif velocity.x < 0 && velocity.y < 0:
			$AnimatedSprite2D.play("top_left")
		elif velocity.x > 0 && velocity.y < 0:
			$AnimatedSprite2D.play("top_right")
		elif velocity.x < 0 && velocity.y > 0:
			$AnimatedSprite2D.play("bottom_left")
		elif velocity.x > 0 && velocity.y > 0:
			$AnimatedSprite2D.play("bottom_right")
		
		else:
			if self.LAST_DIRECTIONS == [Vector2.LEFT]:
				$AnimatedSprite2D.play("idle_left")
			elif self.LAST_DIRECTIONS == [Vector2.RIGHT]:
				$AnimatedSprite2D.play("idle_right")
			elif self.LAST_DIRECTIONS == [Vector2.UP]:
				$AnimatedSprite2D.play("idle_up")
			elif self.LAST_DIRECTIONS == [Vector2.DOWN]:
				$AnimatedSprite2D.play("idle_down")
			elif self.LAST_DIRECTIONS == [Vector2.LEFT, Vector2.UP]:
				$AnimatedSprite2D.play("idle_top_left")
			elif self.LAST_DIRECTIONS == [Vector2.RIGHT, Vector2.UP]:
				$AnimatedSprite2D.play("idle_top_right")
			elif self.LAST_DIRECTIONS == [Vector2.LEFT, Vector2.DOWN]:
				$AnimatedSprite2D.play("idle_bottom_left")
			elif self.LAST_DIRECTIONS == [Vector2.RIGHT, Vector2.DOWN]:
				$AnimatedSprite2D.play("idle_bottom_right")
		
		if last_animation != $AnimatedSprite2D.animation:
			$AnimatedSprite2D.set_frame_and_progress(frame, progress)
		
		self.LAST_DIRECTIONS = self.DIRECTIONS
		
		if Input.is_action_just_pressed("ui_accept"):
			if self.held_bomb:
				self.throw_bomb()
			else:
				var interacted = false
				var bomb = self.has_pickable_bomb()
				if bomb:
					self.pick_up_bomb(bomb)
					interacted = true
				
				if not interacted:
					if self.can_plant_bomb():
						self.plant_bomb()
						self.just_planted_bomb = true
						#$JustPlantedBomb.start()
		
		#self.collide(move_and_collide(velocity * delta))
		move_and_slide()
		self.collide(get_last_slide_collision())
		
		velocity = velocity.lerp(Vector2(0, 0), 1)


func can_plant_bomb():
	return (
		self.bombs.size() < self.max_bombs
		and not Utilities.has_dialog
		and Global.last_area.can_plant_bomb
	)


func plant_bomb():
	var bomb = BombScene.instantiate()
	bomb.position = Utilities.get_level_position_grid(self)
	bomb.power = self.bomb_power
	
	self.add_collision_exception_with(bomb)
	bomb.connect("body_exited", func(body):
		if body.is_in_group("player") and not self.held_bomb:
			self.remove_collision_exception_with(bomb)
	)
	
	self.bombs.append(bomb)
	self.last_planted_bomb = bomb
	bomb.tree_exited.connect(func():
		self.bombs.erase(bomb)
		if self.last_planted_bomb == bomb:
			self.last_planted_bomb = null
	)
	
	get_tree().get_current_scene().add_child(bomb)


func has_pickable_bomb():
	var areas = $InteractionArea.get_overlapping_areas()
	for area in areas:
		if area.is_in_group("bombs"):
			var bomb = area.get_parent()
			
			return bomb
	
	return null


func pick_up_bomb(bomb: Bomb):
	get_tree().get_current_scene().remove_child(bomb)
	bomb.position = Vector2(0, 0)
	bomb.set_collision_layer_value(Utilities.Collision.Layer.BOMB, false)
	self.add_collision_exception_with(bomb)
	self.add_child(bomb)
	
	self.held_bomb = bomb
	bomb.connect("exploded", func(exploded_bomb):
		if self.held_bomb == exploded_bomb:
			self.held_bomb = null
	)


func throw_bomb():
	var bomb = self.held_bomb
	
	self.remove_child(bomb)
	
	var target_position = null
	var target_intersection = true
	var additional_distance = 0
	while target_intersection:
		target_position = Utilities.from_grid_to_position(
			Utilities.from_position_to_grid(self.position) + ((self.THROW_DISTANCE + additional_distance) * self.DIRECTION)
		)
		
		var query = PhysicsPointQueryParameters2D.new()
		query.set_position(target_position)
		target_intersection = get_world_2d().direct_space_state.intersect_point(query)
		
		additional_distance += 1
	
	bomb.position = target_position
	
	get_tree().get_current_scene().add_child(bomb)
	
	bomb.set_collision_layer_value(Utilities.Collision.Layer.BOMB, true)
	(func(): self.remove_collision_exception_with(bomb)).call_deferred()
	
	self.held_bomb = null


func collide(collision: KinematicCollision2D):
	if not collision:
		return
	
	var collider = collision.get_collider()
	
	if collider.is_in_group("bombs"):
		self.kick_bomb(collider)


func kick_bomb(bomb):
	var diff = Utilities.get_level_position(self) - Utilities.get_level_position(bomb)
	if diff.x > 0:
		bomb.velocity.x -= KICK_SPEED
	elif diff.x < 0:
		bomb.velocity.x += KICK_SPEED
	elif diff.y > 0:
		bomb.velocity.y -= KICK_SPEED
	elif diff.y < 0:
		bomb.velocity.y += KICK_SPEED


func take_damage(amount):
	if self.held_bomb:
		self.held_bomb.call_deferred("explode")
	
	if self.is_invincible:
		return
		
	self.set_invincibility()
	
	if self.extraHealth > 0:
		if amount > self.extraHealth:
			self.health -= amount - self.extraHealth
			self.extraHealth = 0
		else:
			self.extraHealth -= amount
	else:
		self.health -= amount
	
	self.emit_signal("damaged", self.health)
	self.emit_signal("health_changed", self.health)


func heal(amount: int):
	self.health = min(self.health + amount, self.maxHealth)
	
	self.emit_signal("health_changed", self.health)


func is_in_interaction_area():
	if collision_area.has_overlapping_areas():
		for area in collision_area.get_overlapping_areas():
			if area.is_in_group("interactables"):
				return true
	
	return false


func set_invincibility():
	$Invincibility.start()
	$AnimatedSprite2D.set_modulate(Color(10, 10, 10, 1))
	self.is_invincible = true

func _on_invincibility_timeout():
	$AnimatedSprite2D.set_modulate(Color(1, 1, 1, 1))
	self.is_invincible = false


func _collide(area: Area2D):
	if area.is_in_group("explosions"):
		self.take_damage(2)
	elif area.is_in_group("enemies"):
		self.take_damage(1)
	elif area.is_in_group("coins"):
		self.heal(1)


func _on_just_planted_bomb_timeout():
	self.just_planted_bomb = true