feat: change boat collision and improve overall code
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@@ -17,9 +17,9 @@ func _ready():
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func spawn_boat_tiles():
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tiles.clear()
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for y in range(boatSize):
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for x in range(boatSize):
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var row = []
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for x in range(boatSize):
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for y in range(boatSize):
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if test_broken_tiles && randf() < 0.7 || (x == floor(boatSize/2) && y == floor(boatSize/2)): # 70% de chance de spawn une tuile pour tester les bateaux incomplets
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var tile = tile_scene.instantiate()
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add_child(tile)
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@@ -29,6 +29,13 @@ func spawn_boat_tiles():
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(x - ((boatSize - 1) * 0.5)) * tile_size,
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(y - ((boatSize - 1) * 0.5)) * tile_size
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)
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var collision_shape = barrier_scene.instantiate()
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$Area2D.add_child(collision_shape)
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collision_shape.position = Vector2(
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(x - ((boatSize - 1) * 0.5)) * tile_size,
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(y - ((boatSize - 1) * 0.5)) * tile_size
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)
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row.append(tile)
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else:
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@@ -37,35 +44,31 @@ func spawn_boat_tiles():
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func spawn_boat_barriers():
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for x in range(tiles.size()):
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for y in range(tiles[x].size()):
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if tiles[x][y]:
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var x_pos = [null,null,null,null];
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var y_pos = [null,null,null,null];
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var rotations = [90, 180, 270, 360]
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if x == 0 || !tiles[x-1][y]:
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x_pos[0] = tiles[x][y].position.x
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y_pos[0] = tiles[x][y].position.y - (tile_size/2) - barrierOffset
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if y == 0 || !tiles[x][y-1]:
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x_pos[1] = tiles[x][y].position.x - (tile_size/2) - barrierOffset
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y_pos[1] = tiles[x][y].position.y
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if x == tiles.size()-1 || !tiles[x+1][y]:
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x_pos[2] = tiles[x][y].position.x
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y_pos[2] = tiles[x][y].position.y + (tile_size/2) + barrierOffset
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if y == tiles[x].size()-1 || !tiles[x][y+1]:
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x_pos[3] = tiles[x][y].position.x + (tile_size/2) + barrierOffset
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y_pos[3] = tiles[x][y].position.y
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for z in range(4):
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if x_pos[z] != null && y_pos[z] != null:
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var barrier = barrier_scene.instantiate()
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add_child(barrier)
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barrier.position = Vector2(
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x_pos[z],
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y_pos[z]
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)
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# On applique la rotation à la barrière
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barrier.rotation = deg_to_rad(rotations[z])
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var collider_range = range(tiles.size())
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collider_range.append_array([-1, boatSize])
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for x in collider_range:
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for y in collider_range:
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if not has_tile(x, y):
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var barrier = barrier_scene.instantiate()
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$StaticBody2D.add_child(barrier)
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barrier.position = Vector2(
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(x - ((boatSize - 1) * 0.5)) * tile_size,
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(y - ((boatSize - 1) * 0.5)) * tile_size
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)
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func has_tile(x : int, y : int):
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if x >= 0 and y >= 0 and x < boatSize and y < boatSize:
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return tiles[x][y] != null
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else : return false
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func _physics_process(delta):
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#Just spinning
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rotation += delta/6
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func _on_player_is_dead():
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print("Est mort")
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func _on_area_2d_body_entered(body):
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pass # Replace with function body.
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@@ -6,22 +6,22 @@ extends Node2D
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var player_instance: CharacterBody2D
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var boat_instance: Node2D
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func _ready():
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#func _ready():
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# On enlève les scènes par défaut
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var default_boat = $Boat
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var default_player = $Player
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if default_boat:
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default_boat.queue_free()
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if default_player:
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default_player.queue_free()
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#var default_boat = $Boat
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#var default_player = $Player
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#if default_boat:
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#default_boat.queue_free()
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#if default_player:
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#default_player.queue_free()
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# On instancie les scènes que l'on veut garder
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boat_instance = boat_scene.instantiate()
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player_instance = player_scene.instantiate()
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#boat_instance = boat_scene.instantiate()
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#player_instance = player_scene.instantiate()
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# On ajoue les scènes essentielles à la scène principale
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add_child(boat_instance)
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add_child(player_instance)
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#add_child(boat_instance)
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#add_child(player_instance)
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# Et on assigne le bateau au joueur
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player_instance.boat = boat_instance
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#player_instance.boat = boat_instance
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@@ -8,6 +8,8 @@ var relative_position_on_boat = Vector2(0, 0)
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var is_on_boat = true
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var last_boat_rotation = 0.0
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signal is_dead
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func _ready():
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if boat:
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relative_position_on_boat = position - boat.position
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@@ -38,6 +40,7 @@ func _physics_process(_delta):
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last_boat_rotation = boat.rotation
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else:
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emit_signal("is_dead")
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# Pour l'instant, hors du bateau, le joueur nage 4 * moins vite qu'il ne court
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velocity.x = Input.get_axis("ui_left", "ui_right") * SPEED / 4
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velocity.y = Input.get_axis("ui_up", "ui_down") * SPEED / 4
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@@ -50,21 +53,27 @@ func _physics_process(_delta):
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var debug_positions = []
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func get_on_boat():
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var node_pos = boat.to_local(position)
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var tile_size = 128.0
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for x in range(boat.tiles.size()):
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for y in range(boat.tiles[x].size()):
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var tile = boat.tiles[x][y]
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if tile:
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var tile_pos = tile.global_position
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var relative_tile_pos = tile_pos - boat.global_position
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relative_tile_pos = relative_tile_pos.rotated(-boat.rotation)
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if (
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abs(relative_tile_pos.x) <= tile_size / 2 and
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abs(relative_tile_pos.y) <= tile_size / 2
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):
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return true
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for area in $Area2D.get_overlapping_areas():
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if area in boat.get_children():
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return true
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return false
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#var node_pos = boat.to_local(position)
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#var tile_size = 128.0
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#
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#for x in range(boat.tiles.size()):
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#for y in range(boat.tiles[x].size()):
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#var tile = boat.tiles[x][y]
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#if tile:
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#var tile_pos = tile.global_position
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#var relative_tile_pos = tile_pos - boat.global_position
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#relative_tile_pos = relative_tile_pos.rotated(-boat.rotation)
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#
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#if (
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#abs(relative_tile_pos.x) <= tile_size / 2 and
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#abs(relative_tile_pos.y) <= tile_size / 2
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#):
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#return true
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#
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#return false
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