Deleted ESCHotspot (use ESCItem instead)
Moved duplicated movement code from ESCPlayer and ESCItem/ESCHotspot to its own script. Added talking animations management. Fixed bug: character was turning to last_direction after talking, if coming from another direction than speaking direction. Continued removing unfree stuff.
This commit is contained in:
@@ -13,9 +13,7 @@ func _enter_tree():
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load("res://addons/escoria-core/game/core-scripts/escbackground.gd"), null)
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add_custom_type("ESCCharacter", "KinematicBody2D",
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load("res://addons/escoria-core/game/core-scripts/esccharacter.gd"), null)
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add_custom_type("ESCHotspot", "Area2D",
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load("res://addons/escoria-core/game/core-scripts/eschotspot.gd"), null)
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add_custom_type("ESCItem", "Sprite",
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add_custom_type("ESCItem", "Area2D",
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load("res://addons/escoria-core/game/core-scripts/escitem.gd"), null)
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add_custom_type("ESCItemsInventory", "GridContainer",
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load("res://addons/escoria-core/game/core-scripts/items_inventory.gd"), null)
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@@ -148,7 +146,6 @@ func remove_autoloads():
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func _exit_tree():
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remove_custom_type("ESCBackground")
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remove_custom_type("ESCCharacter")
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remove_custom_type("ESCHotspot")
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remove_custom_type("ESCItem")
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remove_custom_type("ESCInventoryItem")
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remove_custom_type("ESCItemsInventory")
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@@ -0,0 +1,4 @@
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extends Node
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func _ready():
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pass
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273
addons/escoria-core/game/core-scripts/behaviors/movable.gd
Normal file
273
addons/escoria-core/game/core-scripts/behaviors/movable.gd
Normal file
@@ -0,0 +1,273 @@
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tool
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extends Node
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class_name Movable
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"""
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This class performs the moving (walk, teleport, terrain scaling...) actions on
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the parent node.
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"""
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onready var parent = get_parent()
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# If character misses an animation, bypass it and proceed.
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onready var bypass_missing_animation = false
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func _ready():
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parent.add_user_signal("arrived")
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func _process(time):
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if Engine.is_editor_hint():
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return
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if parent.task == parent.PLAYER_TASKS.WALK or parent.task == parent.PLAYER_TASKS.SLIDE:
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var pos = parent.get_position()
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var old_pos = pos
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var next
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if parent.walk_path.size() > 1:
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next = parent.walk_path[parent.path_ofs + 1]
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else:
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next = parent.walk_path[parent.path_ofs]
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var dist = parent.speed * time * pow(parent.last_scale.x, 2) * \
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parent.terrain.player_speed_multiplier
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if parent.walk_context and "fast" in parent.walk_context and parent.walk_context.fast:
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dist *= parent.terrain.player_doubleclick_speed_multiplier
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var dir = (next - pos).normalized()
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# assume that x^2 + y^2 == 1, apply v_speed_damp the y axis
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#printt("dir before", dir)
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dir = dir * (dir.x * dir.x + dir.y * dir.y * parent.v_speed_damp)
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#printt("dir after", dir, dist)
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var new_pos
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if pos.distance_to(next) < dist:
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new_pos = next
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parent.path_ofs += 1
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else:
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new_pos = pos + dir * dist
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if parent.path_ofs >= parent.walk_path.size() - 1:
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walk_stop(parent.walk_destination)
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return
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pos = new_pos
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var angle = (old_pos.angle_to_point(pos))
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parent.set_position(pos)
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if parent.task == parent.PLAYER_TASKS.WALK:
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parent.last_deg = escoria.utils._get_deg_from_rad(angle)
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parent.last_dir = _get_dir_deg(parent.last_deg, parent.animations)
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var current_animation = ""
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if parent.animation_sprite != null:
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current_animation = parent.animation_sprite.animation
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# elif animation != null:
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# current_animation = animation.current_animation
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bypass_missing_animation = false
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if !bypass_missing_animation:
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var animation_to_play = parent.animations.directions[parent.last_dir][0]
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if current_animation != animation_to_play:
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if parent.animation_sprite.frames.has_animation(animation_to_play):
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parent.animation_sprite.play(animation_to_play)
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else:
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bypass_missing_animation = true
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current_animation = animation_to_play
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escoria.report_warnings("movable.gd:_process()",
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["Character " + parent.global_id + " has no animation " + animation_to_play,
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"Bypassing missing animation and proceed movement."])
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parent.pose_scale = parent.animations.directions[parent.last_dir][1]
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update_terrain()
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else:
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parent.moved = false
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set_process(false)
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func teleport(target, angle : Object = null) -> void:
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"""
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Teleports the item on target position.
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target can be Vector2 or Object
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"""
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if typeof(target) == TYPE_VECTOR2:
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printt("Item teleported at position", target, "with angle", angle)
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parent.position = target
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elif typeof(target) == TYPE_OBJECT:
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if target.get("interact_positions") != null:
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parent.position = target.interact_positions.default #.global_position
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else:
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parent.position = target.position
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printt("Item teleported at", target.name, "position", parent.position, "with angle", angle)
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else:
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escoria.report_errors("escitem.gd:teleport()", ["Target to teleport to is null or unusable (" + target + ")"])
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# PUBLIC FUNCTION
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func walk_to(pos : Vector2, p_walk_context = null):
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if not parent.terrain:
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return walk_stop(parent.get_position())
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if parent.interact_status == parent.INTERACT_STATES.INTERACT_WALKING:
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return
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if parent.interact_status == parent.INTERACT_STATES.INTERACT_STARTED:
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parent.interact_status = parent.INTERACT_STATES.INTERACT_WALKING
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parent.walk_path = parent.terrain.get_terrain_path(parent.get_position(), pos)
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parent.walk_context = p_walk_context
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if parent.walk_path.size() == 0:
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parent.task = parent.PLAYER_TASKS.NONE
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walk_stop(parent.get_position())
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set_process(false)
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return
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parent.moved = true
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parent.walk_destination = parent.walk_path[parent.walk_path.size()-1]
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if parent.terrain.is_solid(pos):
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parent.walk_destination = parent.walk_path[parent.walk_path.size()-1]
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parent.path_ofs = 0.0
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parent.task = parent.PLAYER_TASKS.WALK
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set_process(true)
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# PRIVATE FUNCTION
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func walk(target_pos, p_speed, context = null):
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if p_speed:
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parent.orig_speed = parent.speed
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parent.speed = p_speed
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walk_to(target_pos, context)
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# PRIVATE FUNCTION
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func walk_stop(pos):
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parent.position = pos
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parent.interact_status = parent.INTERACT_STATES.INTERACT_NONE
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parent.walk_path = []
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if parent.orig_speed:
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parent.speed = parent.orig_speed
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parent.orig_speed = 0.0
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parent.task = parent.PLAYER_TASKS.NONE
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parent.moved = false
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set_process(false)
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if parent.params_queue != null && !parent.params_queue.empty():
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if parent.animations.dir_angles.size() > 0:
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if parent.arams_queue[0].interact_angle == -1:
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escoria.tools.resolve_angle_to(parent.params_queue[0])
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else:
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parent.last_dir = _get_dir_deg(parent.params_queue[0].interact_angle, parent.animations)
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parent.animation_sprite.play(parent.animations.idles[parent.last_dir][0])
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parent.pose_scale = parent.animations.idles[parent.last_dir][1]
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update_terrain()
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else:
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parent.animation_sprite.play(parent.animations.idles[parent.last_dir][0])
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parent.pose_scale = parent.animations.idles[parent.last_dir][1]
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get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "interact", parent.params_queue)
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# Clear params queue to prevent the same action from being triggered again
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parent.params_queue = []
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else:
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# If we're heading to an object and reached its interaction position,
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# orient towards the defined interaction direction set on the object (if any)
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if parent.walk_context.has("target_object") and parent.walk_context.target_object.player_orients_on_arrival \
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and escoria.esc_runner.get_interactive(parent.walk_context.target_object.global_id):
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var orientation = parent.walk_context["target_object"].interaction_direction
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parent.last_dir = orientation
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parent.animation_sprite.play(parent.animations.idles[orientation][0])
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parent.pose_scale = parent.animations.idles[orientation][1]
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else:
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parent.animation_sprite.play(parent.animations.idles[parent.last_dir][0])
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parent.pose_scale = parent.animations.idles[parent.last_dir][1]
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update_terrain()
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if parent.walk_context != null:
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# escoria.esc_level_runner.finished(walk_context)
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escoria.esc_level_runner.finished()
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parent.walk_context = null
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parent.emit_signal("arrived")
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func update_terrain(on_event_finished_name = null):
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if !parent.terrain or parent.terrain == null or !is_instance_valid(parent.terrain):
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return
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if on_event_finished_name != null and on_event_finished_name != "setup":
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return
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if parent.get("is_exit"):
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return
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var pos = parent.position
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parent.z_index = pos.y if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX else VisualServer.CANVAS_ITEM_Z_MAX
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var color
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if parent.terrain_is_scalenodes:
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parent.last_scale = parent.terrain.get_terrain(pos)
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parent.scale = parent.last_scale
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elif parent.check_maps:
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color = parent.terrain.get_terrain(pos)
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var scal = parent.terrain.get_scale_range(color.b)
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if scal != parent.get_scale():
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parent.last_scale = scal
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parent.scale = parent.last_scale
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# Do not flip the entire player character, because that would conflict
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# with shadows that expect to be siblings of $texture
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if parent.pose_scale == -1 and parent.get_node("sprite").scale.x > 0:
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parent.get_node("sprite").scale.x *= parent.pose_scale
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parent.collision.scale.x *= parent.pose_scale
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elif parent.pose_scale == 1 and parent.get_node("sprite").scale.x < 0:
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parent.get_node("sprite").scale.x *= -1
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parent.collision.scale.x *= -1
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# if parent.check_maps:
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# color = parent.terrain.get_light(pos)
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#
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# if color:
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# for s in sprites:
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# s.set_modulate(color)
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func _get_dir(angle : float, animations) -> int:
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var deg = escoria.utils._get_deg_from_rad(angle)
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return _get_dir_deg(deg, animations)
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func _get_dir_deg(deg : int, animations) -> int:
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# We turn the angle by -90° because angle_to_point gives the angle against X axis, not Y
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deg = wrapi(deg - 90, 0, 360)
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var dir = -1
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var i = 0
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for arr_angle_zone in animations.dir_angles:
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if is_angle_in_interval(deg, arr_angle_zone):
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dir = i
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break
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else:
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i += 1
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continue
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# It's an error to have the animations misconfigured
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if dir == -1:
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escoria.report_errors("escitem.gd:_get_dir_deg()", ["No direction found for " + str(deg)])
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return dir
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"""
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Returns true if given angle is inside the interval given by a starting_angle and the size.
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@param angle : Angle to test
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@param: interval : Array of size 2, containing the starting angle, and the size of interval
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eg: [90, 40] corresponds to angle between 90° and 130°
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"""
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func is_angle_in_interval(angle: float, interval : Array) -> bool:
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angle = wrapi(angle, 0, 360)
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if angle == 0:
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angle = 360
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var start_angle = wrapi(interval[0], 0, 360)
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var angle_area = interval[1]
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var end_angle = wrapi(interval[0] + angle_area, 0, 360)
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if (angle >= 270 and angle <= 360) or (angle >= 0 and angle <= 90):
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if wrapi(angle+180, 0, 360) > wrapi(interval[0]+ 180, 0, 360) \
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&& wrapi(angle+180, 0, 360) <= wrapi(interval[0] + angle_area + 180, 0, 360):
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return true
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else:
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if wrapi(angle, 0, 360) > start_angle && wrapi(angle, 0, 360) <= end_angle:
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return true
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return false
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@@ -449,7 +449,10 @@ func set_angle(command_params : Array):
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if !escoria.esc_runner.check_obj(command_params[0], "set_angle"):
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return esctypes.EVENT_LEVEL_STATE.RETURN
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var obj = escoria.esc_runner.get_object(command_params[0])
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obj.set_angle(int(command_params[1]))
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# HACK Countering the fact that angle_to_point() function gives
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# angle against X axis not Y, we need to check direction using (angle-90°).
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# Since the ESC command already gives the right angle, we add 90.
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obj.set_angle(int(command_params[1] + 90))
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return esctypes.EVENT_LEVEL_STATE.RETURN
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@@ -1,148 +0,0 @@
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tool
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extends Area2D
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class_name ESCHotspot
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func get_class():
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return "ESCHotspot"
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"""
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ESCHotspot is an Area2D (hotspot).
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A hotspot is a simple area that can be defined by the user and is thus invisible
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Usually, hotspots are used to define areas of the background that the player can
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look at.
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"""
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signal mouse_entered_hotspot(global_id)
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signal mouse_exited_hotspot
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signal mouse_left_clicked_hotspot(global_id, click_position)
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signal mouse_double_left_clicked_hotspot(global_id, click_position)
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signal mouse_right_clicked_hotspot(global_id, click_position)
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export(String) var global_id
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export(bool) var is_exit
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export(String, FILE, "*.esc") var esc_script
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export(bool) var is_interactive = true
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export(bool) var player_orients_on_arrival = true
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export(ESCPlayer.Directions) var interaction_direction
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export(String) var tooltip_name
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export(String) var default_action
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# If action used by player is in the list, game will wait for a second click on another item
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# to combine objects together (typical USE <X> WITH <Y>, GIVE <X> TO <Y>)
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export(PoolStringArray) var combine_if_action_used_among = []
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export(Color) var dialog_color = ColorN("white")
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# Detected interact position set by a Position2D node OUTSIDE OF THE HOTSPOT SCENE.
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# You have to add a child to the INSTANCED HOTSPOT SCENE, IN THE ROOM SCENE.
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export(Dictionary) var interact_positions : Dictionary = { "default": null}
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var collision
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var terrain : ESCTerrain
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# If the terrain node type is scalenodes
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var terrain_is_scalenodes : bool
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var check_maps = true
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var pose_scale : int
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var last_scale : Vector2
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func _ready():
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if !Engine.is_editor_hint():
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escoria.register_object(self)
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connect("mouse_entered_hotspot", escoria.inputs_manager, "_on_mouse_entered_hotspot")
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connect("mouse_exited_hotspot", escoria.inputs_manager, "_on_mouse_exited_hotspot")
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connect("mouse_left_clicked_hotspot", escoria.inputs_manager, "_on_mouse_left_clicked_hotspot")
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connect("mouse_right_clicked_hotspot", escoria.inputs_manager, "_on_mouse_right_clicked_hotspot")
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connect("mouse_entered", self, "_on_mouse_entered")
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connect("mouse_exited", self, "_on_mouse_exited")
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connect("input_event", self, "manage_input")
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init_interact_position_with_node()
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terrain = escoria.room_terrain
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update_terrain()
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func init_interact_position_with_node():
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"""
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Initialize the interact_position attribute by searching for a Position2D
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node in children nodes.
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If any is found, the first one is used as interaction position with this hotspot.
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If none is found, we use the CollisionShape2D or CollisionPolygon2D child node's
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position instead.
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"""
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for c in get_children():
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if c is Position2D:
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# If the position2D node is part of the hotspot, it means it is not an interact position
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# but a dialog position for example. Interact position node must be set in the room scene.
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if c.get_owner() == self:
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continue
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interact_positions.default = c.global_position
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break
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if c is CollisionShape2D or c is CollisionPolygon2D:
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interact_positions.default = c.global_position
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func manage_input(viewport : Viewport, event : InputEvent, shape_idx : int):
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if event is InputEventMouseButton:
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# var p = get_global_mouse_position()
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if event.doubleclick:
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if event.button_index == BUTTON_LEFT:
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emit_signal("mouse_double_left_clicked_hotspot", global_id, event)
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else:
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if event.is_pressed():
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if event.button_index == BUTTON_LEFT:
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emit_signal("mouse_left_clicked_hotspot", global_id, event)
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if event.button_index == BUTTON_RIGHT:
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emit_signal("mouse_right_clicked_hotspot", global_id, event)
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func _on_mouse_entered():
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emit_signal("mouse_entered_hotspot", global_id)
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||||
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func _on_mouse_exited():
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emit_signal("mouse_exited_hotspot")
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||||
func get_item_child_if_any():
|
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for c in get_children():
|
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if c is ESCItem:
|
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return c
|
||||
|
||||
|
||||
func update_terrain(on_event_finished_name = null):
|
||||
if !terrain:
|
||||
return
|
||||
if on_event_finished_name != null and on_event_finished_name != "setup":
|
||||
return
|
||||
if is_exit:
|
||||
return
|
||||
|
||||
var pos = position
|
||||
z_index = pos.y if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX else VisualServer.CANVAS_ITEM_Z_MAX
|
||||
|
||||
var color
|
||||
if terrain_is_scalenodes:
|
||||
last_scale = terrain.get_terrain(pos)
|
||||
self.scale = last_scale
|
||||
elif check_maps:
|
||||
color = terrain.get_terrain(pos)
|
||||
var scal = terrain.get_scale_range(color.b)
|
||||
if scal != get_scale():
|
||||
last_scale = scal
|
||||
self.scale = last_scale
|
||||
|
||||
# Do not flip the entire player character, because that would conflict
|
||||
# with shadows that expect to be siblings of $"sprite"
|
||||
if pose_scale == -1 and $"sprite".scale.x > 0:
|
||||
$"sprite".scale.x *= pose_scale
|
||||
collision.scale.x *= pose_scale
|
||||
elif pose_scale == 1 and $"sprite".scale.x < 0:
|
||||
$"sprite".scale.x *= -1
|
||||
collision.scale.x *= -1
|
||||
|
||||
# if check_maps:
|
||||
# color = terrain.get_light(pos)
|
||||
#
|
||||
# if color:
|
||||
# for s in sprites:
|
||||
# s.set_modulate(color)
|
||||
@@ -1,5 +1,5 @@
|
||||
tool
|
||||
extends Sprite
|
||||
extends Area2D
|
||||
class_name ESCItem
|
||||
|
||||
func get_class():
|
||||
@@ -15,6 +15,9 @@ signal mouse_left_clicked_item(global_id)
|
||||
signal mouse_double_left_clicked_item(global_id)
|
||||
signal mouse_right_clicked_item(global_id)
|
||||
|
||||
var Movable
|
||||
var MovableScript = load("res://addons/escoria-core/game/core-scripts/behaviors/movable.gd")
|
||||
|
||||
export(String) var global_id
|
||||
export(String, FILE, "*.esc") var esc_script
|
||||
# If true, the ESC script may have an ":exit_scene" event to manage scene changes
|
||||
@@ -37,12 +40,15 @@ export(bool) var use_from_inventory_only = false
|
||||
# Scene used in inventory for the object if it is picked up
|
||||
export(PackedScene) var inventory_item_scene_file : PackedScene
|
||||
|
||||
|
||||
export(Color) var dialog_color = ColorN("white")
|
||||
|
||||
|
||||
# Detected interact position set by a Position2D node OUTSIDE OF THE SCENE.
|
||||
# You have to add a child to the INSTANCED SCENE, IN THE ROOM SCENE.
|
||||
export(Dictionary) var interact_positions : Dictionary = { "default": null}
|
||||
|
||||
# Animation node (null if none was found)
|
||||
var animation_sprite
|
||||
onready var interact_positions : Dictionary = { "default": null}
|
||||
|
||||
# Animations script (for walking, idling...)
|
||||
export(Script) var animations
|
||||
@@ -84,9 +90,7 @@ var task # type PLAYER_TASKS
|
||||
var params_queue : Array
|
||||
|
||||
|
||||
|
||||
# PRIVATE VARS
|
||||
var area : Area2D
|
||||
# Size of the item
|
||||
var size : Vector2
|
||||
var last_deg : int
|
||||
@@ -94,6 +98,11 @@ var last_dir : int
|
||||
|
||||
func _ready():
|
||||
|
||||
# Adds movable behavior
|
||||
Movable = Node.new()
|
||||
Movable.set_script(MovableScript)
|
||||
add_child(Movable)
|
||||
|
||||
for n in get_children():
|
||||
if n is AnimatedSprite:
|
||||
animation_sprite = n
|
||||
@@ -101,14 +110,10 @@ func _ready():
|
||||
if n is AnimationPlayer:
|
||||
animation_sprite = n
|
||||
continue
|
||||
if n is Area2D:
|
||||
area = n
|
||||
continue
|
||||
|
||||
if area:
|
||||
area.connect("mouse_entered", self, "_on_mouse_entered")
|
||||
area.connect("mouse_exited", self, "_on_mouse_exited")
|
||||
area.connect("input_event", self, "manage_input")
|
||||
connect("mouse_entered", self, "_on_mouse_entered")
|
||||
connect("mouse_exited", self, "_on_mouse_exited")
|
||||
connect("input_event", self, "manage_input")
|
||||
|
||||
init_interact_position_with_node()
|
||||
terrain = escoria.room_terrain
|
||||
@@ -121,71 +126,9 @@ func _ready():
|
||||
connect("mouse_double_left_clicked_item", escoria.inputs_manager, "_on_mouse_left_double_clicked_item")
|
||||
connect("mouse_right_clicked_item", escoria.inputs_manager, "_on_mouse_right_clicked_item")
|
||||
|
||||
update_terrain()
|
||||
|
||||
|
||||
func _process(time):
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
if task == PLAYER_TASKS.WALK or task == PLAYER_TASKS.SLIDE:
|
||||
var pos = get_position()
|
||||
var old_pos = pos
|
||||
var next
|
||||
if walk_path.size() > 1:
|
||||
next = walk_path[path_ofs + 1]
|
||||
else:
|
||||
next = walk_path[path_ofs]
|
||||
|
||||
var dist = speed * time * pow(last_scale.x, 2) * terrain.player_speed_multiplier
|
||||
if walk_context and "fast" in walk_context and walk_context.fast:
|
||||
dist *= terrain.player_doubleclick_speed_multiplier
|
||||
var dir = (next - pos).normalized()
|
||||
|
||||
# assume that x^2 + y^2 == 1, apply v_speed_damp the y axis
|
||||
#printt("dir before", dir)
|
||||
dir = dir * (dir.x * dir.x + dir.y * dir.y * v_speed_damp)
|
||||
#printt("dir after", dir, dist)
|
||||
|
||||
var new_pos
|
||||
if pos.distance_to(next) < dist:
|
||||
new_pos = next
|
||||
path_ofs += 1
|
||||
else:
|
||||
new_pos = pos + dir * dist
|
||||
|
||||
if path_ofs >= walk_path.size() - 1:
|
||||
walk_stop(walk_destination)
|
||||
return
|
||||
|
||||
pos = new_pos
|
||||
|
||||
var angle = (old_pos.angle_to_point(pos))
|
||||
set_position(pos)
|
||||
|
||||
if task == PLAYER_TASKS.WALK:
|
||||
last_deg = escoria.utils._get_deg_from_rad(angle)
|
||||
last_dir = _get_dir_deg(last_deg, animations)
|
||||
|
||||
var current_animation = ""
|
||||
if animation_sprite != null:
|
||||
current_animation = animation_sprite.animation
|
||||
# elif animation != null:
|
||||
# current_animation = animation.current_animation
|
||||
|
||||
if current_animation != animations.directions[last_dir][0]:
|
||||
animation_sprite.play(animations.directions[last_dir][0])
|
||||
|
||||
pose_scale = animations.directions[last_dir][1]
|
||||
|
||||
update_terrain()
|
||||
else:
|
||||
moved = false
|
||||
set_process(false)
|
||||
|
||||
|
||||
|
||||
|
||||
if !is_exit:
|
||||
last_scale = scale
|
||||
Movable.update_terrain()
|
||||
|
||||
|
||||
func get_animation_player():
|
||||
@@ -204,6 +147,7 @@ If none is found, we use the CollisionShape2D or CollisionPolygon2D child node's
|
||||
position instead.
|
||||
"""
|
||||
func init_interact_position_with_node():
|
||||
interact_positions.default = null
|
||||
for c in get_children():
|
||||
if c is Position2D:
|
||||
# If the position2D node is part of the hotspot, it means it is not an interact position
|
||||
@@ -211,9 +155,11 @@ func init_interact_position_with_node():
|
||||
if c.get_owner() == self:
|
||||
continue
|
||||
interact_positions.default = c.global_position
|
||||
break
|
||||
|
||||
if c is CollisionShape2D or c is CollisionPolygon2D:
|
||||
interact_positions.default = c.global_position
|
||||
collision = c
|
||||
if interact_positions.default == null:
|
||||
interact_positions.default = c.global_position
|
||||
|
||||
|
||||
func manage_input(viewport : Viewport, event : InputEvent, shape_idx : int):
|
||||
@@ -236,193 +182,22 @@ func _on_mouse_entered():
|
||||
func _on_mouse_exited():
|
||||
emit_signal("mouse_exited_item")
|
||||
|
||||
func update_terrain(on_event_finished_name = null):
|
||||
if !terrain or terrain == null or !is_instance_valid(terrain):
|
||||
return
|
||||
if on_event_finished_name != null and on_event_finished_name != "setup":
|
||||
return
|
||||
if is_exit:
|
||||
return
|
||||
|
||||
var pos = position
|
||||
var gpos = global_position
|
||||
z_index = pos.y if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX else VisualServer.CANVAS_ITEM_Z_MAX
|
||||
|
||||
var color
|
||||
if terrain_is_scalenodes:
|
||||
last_scale = terrain.get_terrain(pos)
|
||||
self.scale = last_scale
|
||||
elif check_maps:
|
||||
color = terrain.get_terrain(pos)
|
||||
var scal = terrain.get_scale_range(color.b)
|
||||
if scal != get_scale():
|
||||
last_scale = scal
|
||||
self.scale = last_scale
|
||||
|
||||
# Do not flip the entire player character, because that would conflict
|
||||
# with shadows that expect to be siblings of $texture
|
||||
if pose_scale == -1 and $texture.scale.x > 0:
|
||||
$texture.scale.x *= pose_scale
|
||||
collision.scale.x *= pose_scale
|
||||
elif pose_scale == 1 and $texture.scale.x < 0:
|
||||
$texture.scale.x *= -1
|
||||
collision.scale.x *= -1
|
||||
|
||||
# if check_maps:
|
||||
# color = terrain.get_light(pos)
|
||||
#
|
||||
# if color:
|
||||
# for s in sprites:
|
||||
# s.set_modulate(color)
|
||||
|
||||
|
||||
################################################################################
|
||||
|
||||
func teleport(target, angle : Object = null) -> void:
|
||||
"""
|
||||
Teleports the item on target position.
|
||||
target can be Vector2 or Object
|
||||
"""
|
||||
if typeof(target) == TYPE_VECTOR2:
|
||||
printt("Item teleported at position", target, "with angle", angle)
|
||||
position = target
|
||||
elif typeof(target) == TYPE_OBJECT:
|
||||
if target.get("interact_positions") != null:
|
||||
position = target.interact_positions.default #.global_position
|
||||
else:
|
||||
position = target.position
|
||||
printt("Item teleported at", target.name, "position", position, "with angle", angle)
|
||||
else:
|
||||
escoria.report_errors("escitem.gd:teleport()", ["Target to teleport to is null or unusable (" + target + ")"])
|
||||
Movable.teleport(target, angle)
|
||||
|
||||
# PUBLIC FUNCTION
|
||||
func walk_to(pos : Vector2, p_walk_context = null):
|
||||
if not terrain:
|
||||
return walk_stop(get_position())
|
||||
|
||||
if interact_status == INTERACT_STATES.INTERACT_WALKING:
|
||||
return
|
||||
if interact_status == INTERACT_STATES.INTERACT_STARTED:
|
||||
interact_status = INTERACT_STATES.INTERACT_WALKING
|
||||
walk_path = terrain.get_terrain_path(get_position(), pos)
|
||||
walk_context = p_walk_context
|
||||
if walk_path.size() == 0:
|
||||
task = PLAYER_TASKS.NONE
|
||||
walk_stop(get_position())
|
||||
set_process(false)
|
||||
return
|
||||
moved = true
|
||||
walk_destination = walk_path[walk_path.size()-1]
|
||||
if terrain.is_solid(pos):
|
||||
walk_destination = walk_path[walk_path.size()-1]
|
||||
path_ofs = 0.0
|
||||
task = PLAYER_TASKS.WALK
|
||||
set_process(true)
|
||||
|
||||
# PRIVATE FUNCTION
|
||||
func walk(target_pos, p_speed, context = null):
|
||||
if p_speed:
|
||||
orig_speed = speed
|
||||
speed = p_speed
|
||||
walk_to(target_pos, context)
|
||||
|
||||
# PRIVATE FUNCTION
|
||||
func walk_stop(pos):
|
||||
position = pos
|
||||
interact_status = INTERACT_STATES.INTERACT_NONE
|
||||
walk_path = []
|
||||
|
||||
if orig_speed:
|
||||
speed = orig_speed
|
||||
orig_speed = 0.0
|
||||
|
||||
task = PLAYER_TASKS.NONE
|
||||
moved = false
|
||||
set_process(false)
|
||||
if params_queue != null && !params_queue.empty():
|
||||
if animations.dir_angles.size() > 0:
|
||||
if params_queue[0].interact_angle == -1:
|
||||
escoria.tools.resolve_angle_to(params_queue[0])
|
||||
else:
|
||||
last_dir = _get_dir_deg(params_queue[0].interact_angle, animations)
|
||||
animation_sprite.play(animations.idles[last_dir][0])
|
||||
pose_scale = animations.idles[last_dir][1]
|
||||
update_terrain()
|
||||
else:
|
||||
animation_sprite.play(animations.idles[last_dir][0])
|
||||
pose_scale = animations.idles[last_dir][1]
|
||||
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "interact", params_queue)
|
||||
# Clear params queue to prevent the same action from being triggered again
|
||||
params_queue = []
|
||||
else:
|
||||
|
||||
# If we're heading to an object and reached its interaction position,
|
||||
# orient towards the defined interaction direction set on the object (if any)
|
||||
if walk_context.has("target_object") and walk_context.target_object.player_orients_on_arrival \
|
||||
and escoria.esc_runner.get_interactive(walk_context.target_object.global_id):
|
||||
var orientation = walk_context["target_object"].interaction_direction
|
||||
animation_sprite.play(animations.idles[orientation][0])
|
||||
pose_scale = animations.idles[orientation][1]
|
||||
else:
|
||||
animation_sprite.play(animations.idles[last_dir][0])
|
||||
pose_scale = animations.idles[last_dir][1]
|
||||
update_terrain()
|
||||
|
||||
if walk_context != null:
|
||||
# escoria.esc_level_runner.finished(walk_context)
|
||||
escoria.esc_level_runner.finished()
|
||||
walk_context = null
|
||||
emit_signal("arrived")
|
||||
|
||||
|
||||
func _get_dir(angle : float, animations) -> int:
|
||||
var deg = escoria.utils._get_deg_from_rad(angle)
|
||||
return _get_dir_deg(deg, animations)
|
||||
|
||||
|
||||
func _get_dir_deg(deg : int, animations) -> int:
|
||||
# We turn the angle by -90° because angle_to_point gives the angle against X axis, not Y
|
||||
deg = wrapi(deg - 90, 0, 360)
|
||||
var dir = -1
|
||||
var i = 0
|
||||
|
||||
for arr_angle_zone in animations.dir_angles:
|
||||
if is_angle_in_interval(deg, arr_angle_zone):
|
||||
dir = i
|
||||
break
|
||||
else:
|
||||
i += 1
|
||||
continue
|
||||
|
||||
# It's an error to have the animations misconfigured
|
||||
if dir == -1:
|
||||
escoria.report_errors("escitem.gd:_get_dir_deg()", ["No direction found for " + str(deg)])
|
||||
|
||||
return dir
|
||||
|
||||
"""
|
||||
Returns true if given angle is inside the interval given by a starting_angle and the size.
|
||||
@param angle : Angle to test
|
||||
@param: interval : Array of size 2, containing the starting angle, and the size of interval
|
||||
eg: [90, 40] corresponds to angle between 90° and 130°
|
||||
"""
|
||||
func is_angle_in_interval(angle: float, interval : Array) -> bool:
|
||||
angle = wrapi(angle, 0, 360)
|
||||
if angle == 0:
|
||||
angle = 360
|
||||
var start_angle = wrapi(interval[0], 0, 360)
|
||||
var angle_area = interval[1]
|
||||
var end_angle = wrapi(interval[0] + angle_area, 0, 360)
|
||||
|
||||
if (angle >= 270 and angle <= 360) or (angle >= 0 and angle <= 90):
|
||||
if wrapi(angle+180, 0, 360) > wrapi(interval[0]+ 180, 0, 360) \
|
||||
&& wrapi(angle+180, 0, 360) <= wrapi(interval[0] + angle_area + 180, 0, 360):
|
||||
return true
|
||||
else:
|
||||
if wrapi(angle, 0, 360) > start_angle && wrapi(angle, 0, 360) <= end_angle:
|
||||
return true
|
||||
|
||||
return false
|
||||
|
||||
Movable.walk_to(pos, p_walk_context)
|
||||
|
||||
|
||||
func start_talking():
|
||||
# if animation_sprite.is_playing():
|
||||
# animation_sprite.stop()
|
||||
# animation_sprite.play(animations.speaks[last_dir][0])
|
||||
pass
|
||||
|
||||
func stop_talking():
|
||||
# if animation_sprite.is_playing():
|
||||
# animation_sprite.stop()
|
||||
pass
|
||||
|
||||
@@ -5,7 +5,6 @@ const OBJ_DEFAULT_STATE = "default"
|
||||
## Custom nodes:
|
||||
#var ESCBackground = preload("res://addons/escoria-core/game/core-scripts/escbackground.gd")
|
||||
#var ESCCharacter = preload("res://addons/escoria-core/game/core-scripts/esccharacter.gd")
|
||||
#var ESCHotspot = preload("res://addons/escoria-core/game/core-scripts/eschotspot.gd")
|
||||
#var ESCItem = preload("res://addons/escoria-core/game/core-scripts/escitem.gd")
|
||||
#var ESCItemsInventory = preload("res://addons/escoria-core/game/core-scripts/items_inventory.gd")
|
||||
#var ESCInventoryItem = preload("res://addons/escoria-core/game/core-scripts/inventory_item.gd")
|
||||
|
||||
@@ -5,7 +5,15 @@ class_name ESCPlayer
|
||||
func get_class():
|
||||
return "ESCPlayer"
|
||||
|
||||
signal arrived
|
||||
"""
|
||||
TODO
|
||||
- Currently the sprite node needs to be named "sprite". This is bad.
|
||||
- Animation management doesn't allow using AnimationPlayer yet. Need to find
|
||||
the best solution to manage both AnimatedSprite and AnimationPlayer.
|
||||
"""
|
||||
|
||||
var Movable : Node
|
||||
var MovableScript = load("res://addons/escoria-core/game/core-scripts/behaviors/movable.gd")
|
||||
|
||||
export var global_id : String
|
||||
|
||||
@@ -87,9 +95,15 @@ export(NodePath) var camera_position_node
|
||||
|
||||
|
||||
func _ready():
|
||||
# Adds movable behavior
|
||||
Movable = Node.new()
|
||||
Movable.set_script(MovableScript)
|
||||
add_child(Movable)
|
||||
|
||||
|
||||
# Connect the player to the event_done signal, so we can react to a finished
|
||||
# ":setup" event. In this case, we need to run update_terrain()
|
||||
escoria.esc_runner.connect("event_done", self, "update_terrain")
|
||||
escoria.esc_runner.connect("event_done", Movable, "update_terrain")
|
||||
|
||||
# assert(is_angle_in_interval(0, [340,40])) # true
|
||||
# assert(is_angle_in_interval(359, [340,40])) # true
|
||||
@@ -125,7 +139,6 @@ func _ready():
|
||||
return
|
||||
|
||||
terrain = escoria.room_terrain
|
||||
|
||||
last_scale = scale
|
||||
|
||||
set_process(true)
|
||||
@@ -136,272 +149,153 @@ func _process(time):
|
||||
return
|
||||
$debug.text = str(z_index)
|
||||
|
||||
if task == PLAYER_TASKS.WALK or task == PLAYER_TASKS.SLIDE:
|
||||
var pos = get_position()
|
||||
var old_pos = pos
|
||||
var next
|
||||
if walk_path.size() > 1:
|
||||
next = walk_path[path_ofs + 1]
|
||||
else:
|
||||
next = walk_path[path_ofs]
|
||||
|
||||
var dist = speed * time * pow(last_scale.x, 2) * terrain.player_speed_multiplier
|
||||
if walk_context and "fast" in walk_context and walk_context.fast:
|
||||
dist *= terrain.player_doubleclick_speed_multiplier
|
||||
var dir = (next - pos).normalized()
|
||||
|
||||
# assume that x^2 + y^2 == 1, apply v_speed_damp the y axis
|
||||
#printt("dir before", dir)
|
||||
dir = dir * (dir.x * dir.x + dir.y * dir.y * v_speed_damp)
|
||||
#printt("dir after", dir, dist)
|
||||
|
||||
var new_pos
|
||||
if pos.distance_to(next) < dist:
|
||||
new_pos = next
|
||||
path_ofs += 1
|
||||
else:
|
||||
new_pos = pos + dir * dist
|
||||
|
||||
if path_ofs >= walk_path.size() - 1:
|
||||
walk_stop(walk_destination)
|
||||
return
|
||||
|
||||
pos = new_pos
|
||||
|
||||
var angle = (old_pos.angle_to_point(pos))
|
||||
set_position(pos)
|
||||
|
||||
if task == PLAYER_TASKS.WALK:
|
||||
last_deg = escoria.utils._get_deg_from_rad(angle)
|
||||
last_dir = _get_dir_deg(last_deg, animations)
|
||||
|
||||
var current_animation = ""
|
||||
if animation_sprite != null:
|
||||
current_animation = animation_sprite.animation
|
||||
# elif animation != null:
|
||||
# current_animation = animation.current_animation
|
||||
|
||||
if current_animation != animations.directions[last_dir][0]:
|
||||
animation_sprite.play(animations.directions[last_dir][0])
|
||||
|
||||
pose_scale = animations.directions[last_dir][1]
|
||||
|
||||
update_terrain()
|
||||
else:
|
||||
moved = false
|
||||
set_process(false)
|
||||
|
||||
|
||||
func update_terrain(on_event_finished_name = null):
|
||||
if !terrain:
|
||||
return
|
||||
if on_event_finished_name != null and on_event_finished_name != "setup":
|
||||
return
|
||||
|
||||
var pos = position
|
||||
z_index = pos.y if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX else VisualServer.CANVAS_ITEM_Z_MAX
|
||||
|
||||
var color
|
||||
if terrain_is_scalenodes:
|
||||
last_scale = terrain.get_terrain(pos)
|
||||
self.scale = last_scale
|
||||
elif check_maps:
|
||||
color = terrain.get_terrain(pos)
|
||||
var scal = terrain.get_scale_range(color.b)
|
||||
if scal != get_scale():
|
||||
last_scale = scal
|
||||
self.scale = last_scale
|
||||
|
||||
# Do not flip the entire player character, because that would conflict
|
||||
# with shadows that expect to be siblings of $"sprite"
|
||||
if pose_scale == -1 and $"sprite".scale.x > 0:
|
||||
$"sprite".scale.x *= pose_scale
|
||||
collision.scale.x *= pose_scale
|
||||
elif pose_scale == 1 and $"sprite".scale.x < 0:
|
||||
$"sprite".scale.x *= -1
|
||||
collision.scale.x *= -1
|
||||
|
||||
# if check_maps:
|
||||
# color = terrain.get_light(pos)
|
||||
# if task == PLAYER_TASKS.WALK or task == PLAYER_TASKS.SLIDE:
|
||||
# var pos = get_position()
|
||||
# var old_pos = pos
|
||||
# var next
|
||||
# if walk_path.size() > 1:
|
||||
# next = walk_path[path_ofs + 1]
|
||||
# else:
|
||||
# next = walk_path[path_ofs]
|
||||
#
|
||||
# if color:
|
||||
# for s in sprites:
|
||||
# s.set_modulate(color)
|
||||
# var dist = speed * time * pow(last_scale.x, 2) * terrain.player_speed_multiplier
|
||||
# if walk_context and "fast" in walk_context and walk_context.fast:
|
||||
# dist *= terrain.player_doubleclick_speed_multiplier
|
||||
# var dir = (next - pos).normalized()
|
||||
#
|
||||
# # assume that x^2 + y^2 == 1, apply v_speed_damp the y axis
|
||||
# #printt("dir before", dir)
|
||||
# dir = dir * (dir.x * dir.x + dir.y * dir.y * v_speed_damp)
|
||||
# #printt("dir after", dir, dist)
|
||||
#
|
||||
# var new_pos
|
||||
# if pos.distance_to(next) < dist:
|
||||
# new_pos = next
|
||||
# path_ofs += 1
|
||||
# else:
|
||||
# new_pos = pos + dir * dist
|
||||
#
|
||||
# if path_ofs >= walk_path.size() - 1:
|
||||
# walk_stop(walk_destination)
|
||||
# return
|
||||
#
|
||||
# pos = new_pos
|
||||
#
|
||||
# var angle = (old_pos.angle_to_point(pos))
|
||||
# set_position(pos)
|
||||
#
|
||||
# if task == PLAYER_TASKS.WALK:
|
||||
# last_deg = escoria.utils._get_deg_from_rad(angle)
|
||||
# last_dir = _get_dir_deg(last_deg, animations)
|
||||
#
|
||||
# var current_animation = ""
|
||||
# if animation_sprite != null:
|
||||
# current_animation = animation_sprite.animation
|
||||
## elif animation != null:
|
||||
## current_animation = animation.current_animation
|
||||
#
|
||||
# if current_animation != animations.directions[last_dir][0]:
|
||||
# animation_sprite.play(animations.directions[last_dir][0])
|
||||
#
|
||||
# pose_scale = animations.directions[last_dir][1]
|
||||
#
|
||||
# update_terrain()
|
||||
# else:
|
||||
# moved = false
|
||||
# set_process(false)
|
||||
|
||||
|
||||
#func update_terrain(on_event_finished_name = null):
|
||||
# if !terrain:
|
||||
# return
|
||||
# if on_event_finished_name != null and on_event_finished_name != "setup":
|
||||
# return
|
||||
#
|
||||
# var pos = position
|
||||
# z_index = pos.y if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX else VisualServer.CANVAS_ITEM_Z_MAX
|
||||
#
|
||||
# var color
|
||||
# if terrain_is_scalenodes:
|
||||
# last_scale = terrain.get_terrain(pos)
|
||||
# self.scale = last_scale
|
||||
# elif check_maps:
|
||||
# color = terrain.get_terrain(pos)
|
||||
# var scal = terrain.get_scale_range(color.b)
|
||||
# if scal != get_scale():
|
||||
# last_scale = scal
|
||||
# self.scale = last_scale
|
||||
#
|
||||
# # Do not flip the entire player character, because that would conflict
|
||||
# # with shadows that expect to be siblings of $"sprite"
|
||||
# if pose_scale == -1 and $"sprite".scale.x > 0:
|
||||
# $"sprite".scale.x *= pose_scale
|
||||
# collision.scale.x *= pose_scale
|
||||
# elif pose_scale == 1 and $"sprite".scale.x < 0:
|
||||
# $"sprite".scale.x *= -1
|
||||
# collision.scale.x *= -1
|
||||
#
|
||||
## if check_maps:
|
||||
## color = terrain.get_light(pos)
|
||||
##
|
||||
## if color:
|
||||
## for s in sprites:
|
||||
## s.set_modulate(color)
|
||||
|
||||
|
||||
"""
|
||||
Sets player angle and plays according animation.
|
||||
- deg int angle to set the character
|
||||
- immediate bool (currently unused, see TODO below)
|
||||
If true, direction is switched immediately. Else, successive animations are
|
||||
used so that the character turns to target angle.
|
||||
|
||||
TODO: depending on current angle and current angle, the character may directly turn around
|
||||
with no "progression". We may enhance this by calculating successive directions to turn the
|
||||
character to, so that he doesn't switch to opposite direction too fast.
|
||||
For example, if character looks WEST and set_angle(EAST) is called, we may want the character
|
||||
to first turn SOUTHWEST, then SOUTH, then SOUTHEAST and finally EAST, all more or less fast.
|
||||
Whatever the implementation, this should be activated using "parameter "immediate" set to false.
|
||||
"""
|
||||
func set_angle(deg):
|
||||
func set_angle(deg : int, immediate = true):
|
||||
if deg < 0 or deg > 360:
|
||||
escoria.report_errors("escplayer.gd:set_angle()", ["Invalid degree to turn to " + str(deg)])
|
||||
moved = true
|
||||
last_deg = deg
|
||||
last_dir = _get_dir_deg(deg, animations)
|
||||
last_dir = Movable._get_dir_deg(deg, animations)
|
||||
|
||||
# The player may have a state animation from before, which would be
|
||||
# resumed, so we immediately force the correct idle animation
|
||||
if animation_sprite.animation != animations.idles[last_dir][0]:
|
||||
animation_sprite.play(animations.idles[last_dir][0])
|
||||
pose_scale = animations.idles[last_dir][1]
|
||||
update_terrain()
|
||||
|
||||
"""
|
||||
Teleports the player on target position.
|
||||
target can be Vector2 or Object
|
||||
"""
|
||||
func teleport(target, angle : Object = null) -> void:
|
||||
if typeof(target) == TYPE_VECTOR2:
|
||||
printt("Player teleported at position", target, "with angle", angle)
|
||||
position = target
|
||||
elif typeof(target) == TYPE_OBJECT:
|
||||
if target.get("interact_positions") != null:
|
||||
position = target.interact_positions.default #.global_position
|
||||
else:
|
||||
position = target.position
|
||||
printt("Player teleported at", target.name, "position", position, "with angle", angle)
|
||||
else:
|
||||
escoria.report_errors("escplayer.gd", ["target to teleport player to is null or unusable (" + target + ")"])
|
||||
|
||||
# PUBLIC FUNCTION
|
||||
func walk_to(pos : Vector2, p_walk_context = null):
|
||||
if not terrain:
|
||||
return walk_stop(get_position())
|
||||
|
||||
if interact_status == INTERACT_STATES.INTERACT_WALKING:
|
||||
return
|
||||
if interact_status == INTERACT_STATES.INTERACT_STARTED:
|
||||
interact_status = INTERACT_STATES.INTERACT_WALKING
|
||||
walk_path = terrain.get_terrain_path(get_position(), pos)
|
||||
walk_context = p_walk_context
|
||||
if walk_path.size() == 0:
|
||||
task = PLAYER_TASKS.NONE
|
||||
walk_stop(get_position())
|
||||
set_process(false)
|
||||
return
|
||||
moved = true
|
||||
walk_destination = walk_path[walk_path.size()-1]
|
||||
if terrain.is_solid(pos):
|
||||
walk_destination = walk_path[walk_path.size()-1]
|
||||
path_ofs = 0.0
|
||||
task = PLAYER_TASKS.WALK
|
||||
set_process(true)
|
||||
|
||||
# PRIVATE FUNCTION
|
||||
func walk(target_pos, p_speed, context = null):
|
||||
if p_speed:
|
||||
orig_speed = speed
|
||||
speed = p_speed
|
||||
walk_to(target_pos, context)
|
||||
|
||||
# PRIVATE FUNCTION
|
||||
func walk_stop(pos):
|
||||
position = pos
|
||||
interact_status = INTERACT_STATES.INTERACT_NONE
|
||||
walk_path = []
|
||||
|
||||
if orig_speed:
|
||||
speed = orig_speed
|
||||
orig_speed = 0.0
|
||||
|
||||
task = PLAYER_TASKS.NONE
|
||||
moved = false
|
||||
set_process(false)
|
||||
if params_queue != null && !params_queue.empty():
|
||||
if animations.dir_angles.size() > 0:
|
||||
if params_queue[0].interact_angle == -1:
|
||||
escoria.tools.resolve_angle_to(params_queue[0])
|
||||
else:
|
||||
last_dir = _get_dir_deg(params_queue[0].interact_angle, animations)
|
||||
animation_sprite.play(animations.idles[last_dir][0])
|
||||
pose_scale = animations.idles[last_dir][1]
|
||||
update_terrain()
|
||||
else:
|
||||
animation_sprite.play(animations.idles[last_dir][0])
|
||||
pose_scale = animations.idles[last_dir][1]
|
||||
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "interact", params_queue)
|
||||
# Clear params queue to prevent the same action from being triggered again
|
||||
params_queue = []
|
||||
else:
|
||||
|
||||
# If we're heading to an object and reached its interaction position,
|
||||
# orient towards the defined interaction direction set on the object (if any)
|
||||
if walk_context.has("target_object") and walk_context.target_object.player_orients_on_arrival \
|
||||
and escoria.esc_runner.get_interactive(walk_context.target_object.global_id):
|
||||
var orientation = walk_context["target_object"].interaction_direction
|
||||
animation_sprite.play(animations.idles[orientation][0])
|
||||
pose_scale = animations.idles[orientation][1]
|
||||
else:
|
||||
animation_sprite.play(animations.idles[last_dir][0])
|
||||
pose_scale = animations.idles[last_dir][1]
|
||||
update_terrain()
|
||||
|
||||
if walk_context != null:
|
||||
escoria.esc_level_runner.finished(walk_context)
|
||||
walk_context = null
|
||||
emit_signal("arrived")
|
||||
Movable.update_terrain()
|
||||
|
||||
|
||||
func anim_finished():
|
||||
pass
|
||||
|
||||
|
||||
func get_camera_pos():
|
||||
if camera_position_node and get_node(camera_position_node):
|
||||
return get_node(camera_position_node).global_position
|
||||
return global_position
|
||||
|
||||
|
||||
func get_animations_list() -> PoolStringArray:
|
||||
return animation_sprite.get_sprite_frames().get_animation_names()
|
||||
|
||||
func start_talking():
|
||||
if animation_sprite.is_playing():
|
||||
animation_sprite.stop()
|
||||
animation_sprite.play(animations.speaks[last_dir][0])
|
||||
|
||||
func _get_dir(angle : float, animations) -> int:
|
||||
var deg = escoria.utils._get_deg_from_rad(angle)
|
||||
return _get_dir_deg(deg, animations)
|
||||
func stop_talking():
|
||||
if animation_sprite.is_playing():
|
||||
animation_sprite.stop()
|
||||
animation_sprite.play(animations.idles[last_dir][0])
|
||||
|
||||
|
||||
func _get_dir_deg(deg : int, animations) -> int:
|
||||
# We turn the angle by -90° because angle_to_point gives the angle against X axis, not Y
|
||||
deg = wrapi(deg - 90, 0, 360)
|
||||
var dir = -1
|
||||
var i = 0
|
||||
|
||||
for arr_angle_zone in animations.dir_angles:
|
||||
if is_angle_in_interval(deg, arr_angle_zone):
|
||||
dir = i
|
||||
break
|
||||
else:
|
||||
i += 1
|
||||
continue
|
||||
|
||||
# It's an error to have the animations misconfigured
|
||||
if dir == -1:
|
||||
escoria.report_errors("escplayer.gd:_get_dir_deg()", ["No direction found for " + str(deg)])
|
||||
|
||||
return dir
|
||||
func teleport(target, angle : Object = null) -> void:
|
||||
Movable.teleport(target, angle)
|
||||
|
||||
|
||||
# Returns true if given angle is inside the interval given by a starting_angle and the size.
|
||||
# @param angle : Angle to test
|
||||
# @param: interval : Array of size 2, containing the starting angle, and the size of interval
|
||||
# eg: [90, 40] corresponds to angle between 90° and 130°
|
||||
func is_angle_in_interval(angle: float, interval : Array) -> bool:
|
||||
angle = wrapi(angle, 0, 360)
|
||||
if angle == 0:
|
||||
angle = 360
|
||||
var start_angle = wrapi(interval[0], 0, 360)
|
||||
var angle_area = interval[1]
|
||||
var end_angle = wrapi(interval[0] + angle_area, 0, 360)
|
||||
|
||||
if (angle >= 270 and angle <= 360) or (angle >= 0 and angle <= 90):
|
||||
if wrapi(angle+180, 0, 360) > wrapi(interval[0]+ 180, 0, 360) \
|
||||
&& wrapi(angle+180, 0, 360) <= wrapi(interval[0] + angle_area + 180, 0, 360):
|
||||
return true
|
||||
else:
|
||||
if wrapi(angle, 0, 360) > start_angle && wrapi(angle, 0, 360) <= end_angle:
|
||||
return true
|
||||
|
||||
return false
|
||||
|
||||
|
||||
func walk_to(pos : Vector2, p_walk_context = null):
|
||||
Movable.walk_to(pos, p_walk_context)
|
||||
|
||||
@@ -151,14 +151,14 @@ func do(action : String, params : Array = []) -> void:
|
||||
|
||||
moving_obj.walk_to(target_position, walk_context)
|
||||
|
||||
"hotspot_left_click", "item_left_click":
|
||||
"item_left_click":
|
||||
if params[0] is String:
|
||||
printt("escoria.do : item_left_click on item ", params[0])
|
||||
|
||||
# call : ev_left_click_on_item()
|
||||
ev_left_click_on_item($esc_runner.get_object(params[0]), params[1])
|
||||
|
||||
"hotspot_right_click", "item_right_click":
|
||||
"item_right_click":
|
||||
if params[0] is String:
|
||||
printt("escoria.do : item_right_click on item ", params[0])
|
||||
|
||||
@@ -257,6 +257,6 @@ func ev_left_click_on_item(obj, event, default_action = false):
|
||||
else:
|
||||
esc_runner.activate(esc_runner.current_action, [obj])
|
||||
|
||||
else:
|
||||
# escoria.fallback("")
|
||||
pass
|
||||
# else:
|
||||
## escoria.fallback("")
|
||||
# pass
|
||||
|
||||
@@ -31,30 +31,6 @@ func _on_right_click_on_bg(position : Vector2):
|
||||
|
||||
##################################################################################
|
||||
|
||||
func _on_mouse_entered_hotspot(hotspot_global_id : String) -> void:
|
||||
printt("Hotspot focused : ", hotspot_global_id)
|
||||
is_hotspot_focused = true
|
||||
escoria.main.current_scene.game.element_focused(hotspot_global_id)
|
||||
|
||||
func _on_mouse_exited_hotspot() -> void:
|
||||
print("Hotspot unfocused")
|
||||
is_hotspot_focused = false
|
||||
escoria.main.current_scene.game.element_unfocused()
|
||||
|
||||
func _on_mouse_left_clicked_hotspot(hotspot_global_id : String, event : InputEvent) -> void:
|
||||
printt("Hotspot left clicked", hotspot_global_id, event)
|
||||
escoria.main.current_scene.game.left_click_on_hotspot(hotspot_global_id, event)
|
||||
|
||||
func _on_mouse_right_clicked_hotspot(hotspot_global_id : String, event : InputEvent) -> void:
|
||||
printt("Hotspot right clicked", hotspot_global_id, event)
|
||||
escoria.main.current_scene.game.right_click_on_hotspot(hotspot_global_id, event)
|
||||
|
||||
func _on_mouse_left_double_clicked_hotspot(hotspot_global_id : String, event : InputEvent) -> void:
|
||||
printt("Hotspot right clicked", hotspot_global_id, event)
|
||||
escoria.main.current_scene.game.left_double_click_on_hotspot(hotspot_global_id, event)
|
||||
|
||||
##################################################################################
|
||||
|
||||
func _on_mouse_left_click_inventory_item(inventory_item_global_id, event : InputEvent) -> void:
|
||||
printt("Inventory item left clicked ", inventory_item_global_id)
|
||||
escoria.main.current_scene.game.left_click_on_inventory_item(inventory_item_global_id, event)
|
||||
|
||||
@@ -166,10 +166,6 @@ func check_game_scene_methods():
|
||||
assert(current_scene.game.has_method("element_focused"))
|
||||
assert(current_scene.game.has_method("element_unfocused"))
|
||||
|
||||
assert(current_scene.game.has_method("left_click_on_hotspot"))
|
||||
assert(current_scene.game.has_method("right_click_on_hotspot"))
|
||||
assert(current_scene.game.has_method("left_double_click_on_hotspot"))
|
||||
|
||||
assert(current_scene.game.has_method("left_click_on_item"))
|
||||
assert(current_scene.game.has_method("right_click_on_item"))
|
||||
assert(current_scene.game.has_method("left_double_click_on_item"))
|
||||
|
||||
@@ -48,6 +48,7 @@ func say(character : String, params : Dictionary):
|
||||
dialog_ui = get_resource(params.ui).instance()
|
||||
get_parent().add_child(dialog_ui)
|
||||
dialog_ui.say(character, params)
|
||||
|
||||
|
||||
func finish_fast():
|
||||
dialog_ui.finish_fast()
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
extends RichTextLabel
|
||||
|
||||
signal dialog_line_finished
|
||||
#signal dialog_line_started
|
||||
#signal dialog_line_finished
|
||||
|
||||
export(String) var current_character
|
||||
onready var tween = $Tween
|
||||
onready var text_node = self
|
||||
|
||||
@@ -10,6 +10,10 @@ export(float, 0.0, 0.3) var text_speed_per_character = 0.1
|
||||
export(float) var fast_text_speed_per_character = 0.25
|
||||
export(float) var max_time_to_text_disappear = 2.0
|
||||
|
||||
# Current character speaking, to keep track of reference for animation purposes
|
||||
var current_character
|
||||
|
||||
|
||||
func _ready():
|
||||
bbcode_enabled = true
|
||||
$Tween.connect("tween_completed", self, "_on_dialog_line_typed")
|
||||
@@ -29,15 +33,17 @@ func say(character : String, params : Dictionary) :
|
||||
return
|
||||
|
||||
# Position the RichTextLabel on the character's dialog position, if any.
|
||||
var character_node = escoria.esc_runner.get_object(character)
|
||||
rect_position = character_node.get_node("dialog_position").get_global_transform_with_canvas().origin
|
||||
current_character = escoria.esc_runner.get_object(character)
|
||||
rect_position = current_character.get_node("dialog_position").get_global_transform_with_canvas().origin
|
||||
rect_position.x -= rect_size.x / 2
|
||||
|
||||
current_character.start_talking()
|
||||
|
||||
# Set text color to color set in the actor
|
||||
var text_color = character_node.dialog_color
|
||||
var text_color = current_character.dialog_color
|
||||
var text_color_html = text_color.to_html(false)
|
||||
|
||||
text_node.bbcode_text = "[center][color=#" + text_color_html + "]".format(text_color_html) + params["line"] + "[/color][center]"
|
||||
text_node.bbcode_text = "[center][color=#" + text_color_html + "]".format([text_color_html]) + params["line"] + "[/color][center]"
|
||||
|
||||
text_node.percent_visible = 0.0
|
||||
var time_show_full_text = text_speed_per_character * len(params["line"])
|
||||
@@ -61,7 +67,7 @@ func _on_dialog_line_typed(object, key):
|
||||
$Timer.connect("timeout", self, "_on_dialog_finished")
|
||||
|
||||
func _on_dialog_finished():
|
||||
# emit_signal("dialog_line_finished")
|
||||
current_character.stop_talking()
|
||||
escoria.esc_level_runner.finished()
|
||||
escoria.dialog_player.is_speaking = false
|
||||
escoria.current_state = escoria.GAME_STATE.DEFAULT
|
||||
|
||||
@@ -2,13 +2,14 @@
|
||||
|
||||
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1]
|
||||
[ext_resource path="res://addons/escoria-core/game/core-scripts/escbackground.gd" type="Script" id=2]
|
||||
[ext_resource path="res://addons/escoria-core/game/core-scripts/eschotspot.gd" type="Script" id=3]
|
||||
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=3]
|
||||
[ext_resource path="res://addons/escoria-core/game/core-scripts/escroom.gd" type="Script" id=4]
|
||||
|
||||
[sub_resource type="NavigationPolygon" id=1]
|
||||
|
||||
[node name="room" type="Node2D"]
|
||||
script = ExtResource( 4 )
|
||||
camera_limits = [ Rect2( 0, 0, 1289, 555 ) ]
|
||||
|
||||
[node name="ESCBackground" type="TextureRect" parent="."]
|
||||
margin_right = 40.0
|
||||
@@ -27,9 +28,9 @@ navpoly = SubResource( 1 )
|
||||
|
||||
[node name="Hotspots" type="Node2D" parent="."]
|
||||
|
||||
[node name="ESCHotspot" type="Area2D" parent="Hotspots"]
|
||||
[node name="ESCItem" type="Area2D" parent="Hotspots"]
|
||||
script = ExtResource( 3 )
|
||||
dialog_color = Color( 1, 1, 1, 1 )
|
||||
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Hotspots/ESCHotspot"]
|
||||
polygon = PoolVector2Array( 105, 65, 157, 47, 186, 118, 87, 134, 77, 87 )
|
||||
interact_positions = {
|
||||
"default": null
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user