fear (?) Added a is_on_boat function for the player

This commit is contained in:
Lohan 2025-03-03 23:22:06 +01:00
parent e0fb5dbac0
commit d0ad5f4fe5
11 changed files with 69 additions and 42 deletions

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@ -1,15 +1,15 @@
[gd_scene load_steps=4 format=3 uid="uid://c0s77m0ea3sey"]
[ext_resource type="Script" path="res://scripts/game.gd" id="1_41a5u"]
[ext_resource type="Script" uid="uid://cc6wo0ska0sem" path="res://scripts/game.gd" id="1_41a5u"]
[ext_resource type="PackedScene" uid="uid://dy71gkll44btc" path="res://scenes/player.tscn" id="1_geqht"]
[ext_resource type="PackedScene" uid="uid://c7todenm3hn4d" path="res://scenes/boat.tscn" id="2_qmvsn"]
[node name="Game" type="Node2D"]
position = Vector2(559, 282)
position = Vector2(568, 324)
script = ExtResource("1_41a5u")
[node name="Player" parent="." instance=ExtResource("1_geqht")]
position = Vector2(-685, -433)
position = Vector2(-812, -518)
[node name="Boat" parent="." instance=ExtResource("2_qmvsn")]
position = Vector2(-738, -357)
position = Vector2(-865, -442)

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@ -12,7 +12,7 @@ config_version=5
config/name="BoatCoop"
run/main_scene="res://game.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/features=PackedStringArray("4.4", "Forward Plus")
config/icon="res://icon.svg"
[editor]

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@ -10,7 +10,8 @@ fill_from = Vector2(1, 0)
fill_to = Vector2(0, 1)
[sub_resource type="SegmentShape2D" id="SegmentShape2D_dliv6"]
b = Vector2(0, 27.7419)
a = Vector2(9.78128e-07, 0.256411)
b = Vector2(9.78128e-07, 33.0769)
[node name="Barrier" type="StaticBody2D"]
@ -21,6 +22,6 @@ texture = SubResource("GradientTexture2D_eesv4")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(-3.8147e-06, -65)
scale = Vector2(4.65, 4.65)
scale = Vector2(3.9, 3.9)
shape = SubResource("SegmentShape2D_dliv6")
one_way_collision_margin = 66.3
one_way_collision_margin = 51.0

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@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://c7todenm3hn4d"]
[ext_resource type="Script" path="res://scripts/boat.gd" id="1_brclq"]
[ext_resource type="Script" uid="uid://bvejqjdvu7eb1" path="res://scripts/boat.gd" id="1_brclq"]
[node name="Boat" type="Node2D"]
position = Vector2(-1, 0)

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@ -1,20 +1,20 @@
[gd_scene load_steps=3 format=3 uid="uid://dy71gkll44btc"]
[gd_scene load_steps=4 format=3 uid="uid://dy71gkll44btc"]
[ext_resource type="Script" path="res://scripts/player.gd" id="1_jlots"]
[ext_resource type="Script" uid="uid://ceijb6ltpgsy1" path="res://scripts/player.gd" id="1_jlots"]
[ext_resource type="Texture2D" uid="uid://s4iiumvei5wc" path="res://assets/triangle.svg" id="2_jjceo"]
[sub_resource type="CircleShape2D" id="CircleShape2D_g2els"]
radius = 6.0
[node name="Player" type="CharacterBody2D"]
motion_mode = 1
script = ExtResource("1_jlots")
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
position = Vector2(-14, 2.86102e-06)
rotation = 1.58969
scale = Vector2(0.998311, 1.01563)
polygon = PackedVector2Array(-9.03255, -0.816984, -0.51107, -26.5797, 8.99469, -1.15189)
[node name="Sprite2D2" type="Sprite2D" parent="."]
position = Vector2(0, -9.53674e-07)
position = Vector2(5, 0)
rotation = -1.5708
scale = Vector2(0.230709, 0.642787)
texture = ExtResource("2_jjceo")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_g2els")

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@ -6,6 +6,7 @@ var tiles = []
var tile_size = 128.0
var test_broken_tiles = true
const boatSize = 5
const barrierOffset = 2
var speed = 100
var velocity = Vector2()
@ -44,15 +45,15 @@ func spawn_boat_barriers():
var rotations = [90, 180, 270, 360]
if x == 0 || !tiles[x-1][y]:
x_pos[0] = tiles[x][y].position.x
y_pos[0] = tiles[x][y].position.y - (tile_size/2)
y_pos[0] = tiles[x][y].position.y - (tile_size/2) - barrierOffset
if y == 0 || !tiles[x][y-1]:
x_pos[1] = tiles[x][y].position.x - (tile_size/2)
x_pos[1] = tiles[x][y].position.x - (tile_size/2) - barrierOffset
y_pos[1] = tiles[x][y].position.y
if x == tiles.size()-1 || !tiles[x+1][y]:
x_pos[2] = tiles[x][y].position.x
y_pos[2] = tiles[x][y].position.y + (tile_size/2)
y_pos[2] = tiles[x][y].position.y + (tile_size/2) + barrierOffset
if y == tiles[x].size()-1 || !tiles[x][y+1]:
x_pos[3] = tiles[x][y].position.x + (tile_size/2)
x_pos[3] = tiles[x][y].position.x + (tile_size/2) + barrierOffset
y_pos[3] = tiles[x][y].position.y
for z in range(4):
if x_pos[z] != null && y_pos[z] != null:

1
scripts/boat.gd.uid Normal file
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@ -0,0 +1 @@
uid://bvejqjdvu7eb1

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@ -7,7 +7,7 @@ var player_instance: CharacterBody2D
var boat_instance: Node2D
func _ready():
# On enlève les scènes par défau
# On enlève les scènes par défaut
var default_boat = $Boat
var default_player = $Player
if default_boat:

1
scripts/game.gd.uid Normal file
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@ -0,0 +1 @@
uid://cc6wo0ska0sem

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@ -14,35 +14,57 @@ func _ready():
last_boat_rotation = boat.rotation
func _physics_process(_delta):
# On tourne le joueur vers la souris
# Tourner le joueur vers la souris
var mouse_position = get_global_mouse_position()
look_at(mouse_position)
if is_on_boat:
if boat:
# On calcule la difference de rotation du bateau depuis le dernier mouvement
if boat:
is_on_boat = get_on_boat()
if is_on_boat:
# Calculer la diff de rotation entre deux appels
var delta_rotation = boat.rotation - last_boat_rotation
# On adape la position du joueur en fonction de la nouvelle rota
# Ajuster la position du joueur en fonvtion de la rotation du bateau
relative_position_on_boat = relative_position_on_boat.rotated(delta_rotation)
position = boat.position + relative_position_on_boat
# On autorise le joueur à se déplacer dans le bateau
position = boat.position + relative_position_on_boat # Set player position relative to the boat's position
# On autorise le joueur à bouger lorsqu'il est sur le bateau
velocity.x = Input.get_axis("ui_left", "ui_right") * SPEED
velocity.y = Input.get_axis("ui_up", "ui_down") * SPEED
move_and_slide()
# Mise à jour des paramètres pour le déplacement du joueur en fonction du bateau
# Mettre à jour la position relative
relative_position_on_boat = position - boat.position
last_boat_rotation = boat.rotation
else:
# Quand on est pas sur le bateau, on se déplace librement (le lapin surtout)
velocity.x = Input.get_axis("ui_left", "ui_right") * SPEED/2
velocity.y = Input.get_axis("ui_up", "ui_down") * SPEED/2
move_and_slide()
else:
# Pour l'instant, hors du bateau, le joueur nage 4 * moins vite qu'il ne court
velocity.x = Input.get_axis("ui_left", "ui_right") * SPEED / 4
velocity.y = Input.get_axis("ui_up", "ui_down") * SPEED / 4
move_and_slide()
# Mettre à jour la position relative meme hors du bateau
relative_position_on_boat = position - boat.position
last_boat_rotation = boat.rotation
func set_on_boat(on_boat: bool):
#TODO
is_on_boat = on_boat
var debug_positions = []
func get_on_boat():
var node_pos = boat.to_local(position)
var tile_size = 128.0
for x in range(boat.tiles.size()):
for y in range(boat.tiles[x].size()):
var tile = boat.tiles[x][y]
if tile:
var tile_pos = tile.global_position
var relative_tile_pos = tile_pos - boat.global_position
relative_tile_pos = relative_tile_pos.rotated(-boat.rotation)
if (
abs(relative_tile_pos.x) <= tile_size / 2 and
abs(relative_tile_pos.y) <= tile_size / 2
):
return true
return false

1
scripts/player.gd.uid Normal file
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@ -0,0 +1 @@
uid://ceijb6ltpgsy1