fear (?) Added a is_on_boat function for the player
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@@ -6,6 +6,7 @@ var tiles = []
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var tile_size = 128.0
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var test_broken_tiles = true
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const boatSize = 5
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const barrierOffset = 2
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var speed = 100
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var velocity = Vector2()
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@@ -44,15 +45,15 @@ func spawn_boat_barriers():
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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)
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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)
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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)
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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)
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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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1
scripts/boat.gd.uid
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1
scripts/boat.gd.uid
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@@ -0,0 +1 @@
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uid://bvejqjdvu7eb1
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@@ -7,7 +7,7 @@ var player_instance: CharacterBody2D
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var boat_instance: Node2D
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func _ready():
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# On enlève les scènes par défau
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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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1
scripts/game.gd.uid
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1
scripts/game.gd.uid
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@@ -0,0 +1 @@
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uid://cc6wo0ska0sem
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@@ -14,35 +14,57 @@ func _ready():
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last_boat_rotation = boat.rotation
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func _physics_process(_delta):
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# On tourne le joueur vers la souris
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# Tourner le joueur vers la souris
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var mouse_position = get_global_mouse_position()
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look_at(mouse_position)
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if is_on_boat:
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if boat:
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# On calcule la difference de rotation du bateau depuis le dernier mouvement
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if boat:
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is_on_boat = get_on_boat()
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if is_on_boat:
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# Calculer la diff de rotation entre deux appels
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var delta_rotation = boat.rotation - last_boat_rotation
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# On adape la position du joueur en fonction de la nouvelle rota
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# Ajuster la position du joueur en fonvtion de la rotation du bateau
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relative_position_on_boat = relative_position_on_boat.rotated(delta_rotation)
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position = boat.position + relative_position_on_boat
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# On autorise le joueur à se déplacer dans le bateau
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position = boat.position + relative_position_on_boat # Set player position relative to the boat's position
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# On autorise le joueur à bouger lorsqu'il est sur le bateau
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velocity.x = Input.get_axis("ui_left", "ui_right") * SPEED
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velocity.y = Input.get_axis("ui_up", "ui_down") * SPEED
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move_and_slide()
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# Mise à jour des paramètres pour le déplacement du joueur en fonction du bateau
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# Mettre à jour la position relative
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relative_position_on_boat = position - boat.position
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last_boat_rotation = boat.rotation
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else:
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# Quand on est pas sur le bateau, on se déplace librement (le lapin surtout)
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velocity.x = Input.get_axis("ui_left", "ui_right") * SPEED/2
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velocity.y = Input.get_axis("ui_up", "ui_down") * SPEED/2
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move_and_slide()
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else:
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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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move_and_slide()
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# Mettre à jour la position relative meme hors du bateau
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relative_position_on_boat = position - boat.position
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last_boat_rotation = boat.rotation
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func set_on_boat(on_boat: bool):
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#TODO
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is_on_boat = on_boat
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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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return false
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1
scripts/player.gd.uid
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1
scripts/player.gd.uid
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@@ -0,0 +1 @@
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uid://ceijb6ltpgsy1
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