seeding-planets/entities/player/scripts/player.gd

333 lines
9.9 KiB
GDScript

extends CharacterBody2D
class_name Player
const ACTION_AREA_UPDATE_TIME=0.05 # When creating an action_zone, we make sure that the area setup correctly by waiting a little
const MAX_REACH = 100
const HOLDING_ITEM_SPRITE_SIZE = 20.
signal player_updated(player: Player)
signal upgraded
var terrain : Terrain
var planet : Planet :
get(): return terrain if terrain is Planet else null
@export var speed = 350
var data : PlayerData
var last_action_area_movement_timer : float = 100.
var controlling_player : bool = true :
set(v):
controlling_player = v
velocity = Vector2.ZERO
var instruction : Instruction = null
@onready var preview_zone : ActionZone = await setup_action_zone(Vector2.ZERO, null)
@onready var action_zone : ActionZone = await setup_action_zone(Vector2.ZERO, null)
func _ready():
data = GameInfo.game_data.player_data
data.inventory.updated.connect(_on_inventory_updated)
player_updated.emit(self)
Pointer.player = self
setup_preview_zone(data.inventory.get_item())
func _input(_event) -> void:
if Input.is_action_pressed("change_item_left"):
data.inventory.change_current_item(1)
if Input.is_action_pressed("change_item_right"):
data.inventory.change_current_item(-1)
for i in range(1, 10):
if Input.is_action_pressed("item_" + str(i)):
data.inventory.set_current_item(i - 1)
# Méthode déclenchée par la classe planet
func _start_pass_day():
controlling_player = false
instruction = null
# Méthode déclenchée par la classe planet
func _pass_day():
full_recharge()
# Méthode déclenchée par la classe planet
func _end_pass_day():
controlling_player = true
func _process(delta):
last_action_area_movement_timer += delta
if controlling_player:
calculate_direction()
if (
last_action_area_movement_timer >= ACTION_AREA_UPDATE_TIME
and instruction and instruction.can_be_done(self)
):
instruction.do(self)
instruction = null
move_preview_zone(get_global_mouse_position())
else:
velocity = Vector2.ZERO
move_and_slide()
func _on_inventory_updated(_inventory: Inventory):
setup_preview_zone(data.inventory.get_item())
var item : Item = data.inventory.get_item()
if item:
var item_texture = item.icon
%ItemSprite.texture = item_texture
%ItemSprite.scale = Vector2(
1./(item_texture.get_width()/HOLDING_ITEM_SPRITE_SIZE),
1./(item_texture.get_height()/HOLDING_ITEM_SPRITE_SIZE)
)
%HideEyes.visible = item != null
%ItemSprite.visible = item != null
emit_signal("player_updated", self)
func calculate_direction():
var input_direction: Vector2 = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if input_direction.length() != 0:
instruction = null
if (
instruction
and (
instruction.position.distance_to(global_position) > (MAX_REACH - 1.)
or instruction is MoveInstruction
)
):
input_direction = self.global_position.direction_to(instruction.position)
velocity = input_direction * speed
if input_direction.x:
flip_character(input_direction.x > 0)
func flip_character(face_right = true):
$Sprite.flip_h = not face_right
%ItemSprite.position.x = abs(%ItemSprite.position.x) * (1 if face_right else -1)
%HideEyes.position.x = abs(%ItemSprite.position.x) * (1 if face_right else -1)
func can_interact(interactable : Interactable):
return interactable.can_interact(self)
func try_interact(interactable : Interactable):
if interactable:
instruction = InteractableInstruction.new(
interactable
)
func try_move(move_to : Vector2):
instruction = MoveInstruction.new(move_to)
func pick_item(item : Item) -> Item:
AudioManager.play_sfx("PickUp")
if data.inventory.is_full():
drop_item()
var available_slot_ind = data.inventory.get_best_available_slot_ind()
if (
available_slot_ind == data.inventory.current_item_ind
&& data.inventory.items[available_slot_ind] != null
):
var current_item : Item = data.inventory.get_item()
data.inventory.set_item(item, available_slot_ind)
return current_item
else :
if data.inventory.set_item(item, available_slot_ind):
data.inventory.set_current_item(available_slot_ind);
return null
func drop_item():
var item_to_drop = data.inventory.pop_item()
if item_to_drop:
terrain.drop_item(item_to_drop, global_position)
AudioManager.play_sfx("Drop")
func delete_item(item: Item):
data.inventory.remove_item(item)
func try_use_item(item : Item, use_position : Vector2):
await setup_action_zone(use_position, item)
instruction = ItemActionInstruction.new(
use_position,
item
)
func preview_could_use_item(item : Item) -> bool:
return could_use_item_on_zone(item, preview_zone)
func could_use_item_on_zone(item : Item, zone: ActionZone) -> bool:
return (
data.inventory.has_item(item)
and item.can_use(self, zone)
)
func can_use_item_on_zone(item : Item, zone: ActionZone) -> bool:
return (
could_use_item_on_zone(item, zone)
and has_energy_to_use_item(item)
)
func has_energy_to_use_item(item : Item):
return (data.energy - item.energy_usage) >= 0
func use_item(item : Item):
if can_use_item_on_zone(item, action_zone):
var is_item_used = await item.use(self, action_zone)
if is_item_used:
data.energy -= item.energy_usage
if item.is_one_time_use():
data.inventory.remove_item(item)
func upgrade_max_energy(amount = 1):
data.max_energy += amount
upgraded.emit()
player_updated.emit(self)
func upgrade_inventory_size(amount = 1):
data.inventory.size += amount
upgraded.emit()
player_updated.emit(self)
func recharge(amount : int = data.max_energy):
data.energy += + amount
upgraded.emit()
func full_recharge():
data.energy = max(data.energy, data.max_energy)
func generate_action_zone(item : Item) -> ActionZone:
var zone = ActionZone.new(item)
if not get_parent().is_node_ready():
await get_parent().ready
get_parent().add_child(zone.area)
return zone
func setup_preview_zone(item : Item):
if preview_zone and preview_zone.item == item:
return preview_zone
elif preview_zone:
preview_zone.destroy()
if item:
preview_zone = await generate_action_zone(item)
else:
preview_zone = null
func setup_action_zone(zone_position : Vector2, item: Item) -> ActionZone:
if action_zone:
action_zone.destroy()
action_zone = await generate_action_zone(item)
action_zone.move_to_position(zone_position)
last_action_area_movement_timer = 0.
return action_zone
func move_preview_zone(zone_position : Vector2):
if preview_zone:
preview_zone.move_to_position(zone_position)
class Instruction:
var position : Vector2
func _init(_pos : Vector2):
position = _pos
func can_be_done(player : Player):
return player.global_position.distance_to(position) < player.MAX_REACH
func do(_player : Player):
pass
class MoveInstruction extends Instruction:
func can_be_done(player : Player):
return player.global_position.distance_to(position) < 10.
class ItemActionInstruction extends Instruction:
var item = Item
func _init(_pos : Vector2, _item : Item):
position = _pos
item = _item
func can_be_done(player : Player):
return (
player.global_position.distance_to(position) < player.MAX_REACH
)
func do(player : Player):
player.use_item(item)
class InteractableInstruction extends Instruction:
var interactable = Interactable
func _init(_interactable : Interactable):
interactable = _interactable
position = interactable.global_position
func can_be_done(player : Player):
return player.global_position.distance_to(position) < player.MAX_REACH
func do(player : Player):
interactable.interact(player)
class ActionZone:
var item : Item = null
var area : Area2D
var affected_areas : Array[InspectableEntity]= []
func _init(_i : Item):
item = _i
if item and item.get_usage_zone_radius() > 0:
area = Area2D.new()
var collision_shape = CollisionShape2D.new()
var circle_shape = CircleShape2D.new()
circle_shape.radius = item.get_usage_zone_radius()
collision_shape.shape = circle_shape
area.add_child(collision_shape)
func clear_preview_on_affected_area():
for a in affected_areas:
if a:
a.affect_preview(false)
func update_preview_on_affected_area():
var detected_areas = get_affected_areas()
clear_preview_on_affected_area()
var new_affected_areas : Array[InspectableEntity] = []
for a in detected_areas:
if a is InspectableEntity and item.get_usage_object_affected(a):
a.affect_preview(true)
new_affected_areas.append(a)
affected_areas = new_affected_areas
func get_affected_areas() -> Array[Area2D]:
var empty_array : Array[Area2D] = []
return empty_array if area == null else area.get_overlapping_areas()
func destroy():
clear_preview_on_affected_area()
if area:
area.queue_free()
func get_global_position() -> Vector2:
return Vector2.ZERO if area == null else area.global_position
func move_to_position(pos : Vector2):
if area:
update_preview_on_affected_area()
area.global_position = pos
func get_tiles() -> Array[Vector2i]:
return Math.get_tiles_in_circle(
get_global_position(),
item.get_usage_zone_radius()
)