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class_name Dice
extends RigidBody3D
var previous_position: Vector3
var previous_rotation: Vector3
var is_moving := false
@export var configuration: DiceConfiguration
func _ready() -> void:
%DiceFaceFront.configuration = configuration.front_face
%DiceFaceBack.configuration = configuration.back_face
%DiceFaceTop.configuration = configuration.top_face
%DiceFaceBottom.configuration = configuration.bottom_face
%DiceFaceLeft.configuration = configuration.left_face
%DiceFaceRight.configuration = configuration.right_face
func roll(direction := Vector3(1.0, 1.0, 1.0), strength: float = 20) -> void:
var position_impulse := Vector3(
[-1, 1].pick_random(),
randf_range(0.5, 1.0),
[-1, 1].pick_random()
)
apply_central_impulse(position_impulse.normalized() * direction * strength)
var rotation_impulse := Vector3(
[-1, 1].pick_random(),
[-1, 1].pick_random(),
[-1, 1].pick_random()
)
apply_torque_impulse(rotation_impulse)
func get_top() -> DiceFace:
var top := -pow(2, 8)
var face: DiceFace
for node: DiceFace in $Faces.get_children():
if top < node.global_transform.origin.y:
top = node.global_transform.origin.y
face = node
return face
func _physics_process(_delta: float) -> void:
is_moving = not previous_position == global_position and not previous_rotation == rotation
previous_position = global_position
previous_rotation = rotation
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