118 lines
2.5 KiB
GDScript
118 lines
2.5 KiB
GDScript
extends KinematicBody2D
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export (NodePath) var city
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export (NodePath) var market
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export (NodePath) var company
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export (NodePath) var moneyframe
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export (Vector2) var spawn
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var speed_spawn = 400
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var speed_phys = 5
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var speed_phys_max = 550
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var dest = 0
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var current_target = null
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var wait_start = 0.5
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var wait_market = 1.8
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var wait_city = 1.8
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var wait_final = 0.2
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var velocity = Vector2()
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var oldNodePosHitAngle = null
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func _ready():
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get_node("sprite").texture = load("res://sprites/bringmans/bm"+str(randi()%10).pad_zeros(2)+".png")
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func state_next():
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velocity = Vector2.ZERO
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oldNodePosHitAngle = null
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current_target = null
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dest+=1
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func _process(delta):
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if dest == 0:
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move_to_pos(spawn, delta)
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elif dest == 1:
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wait_start-=delta
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if wait_start <= 0: state_next()
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elif dest == 2:
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move_to_node(market, delta)
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elif dest == 3:
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wait_market-=delta
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if wait_market <= 0: state_next()
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elif dest == 4:
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move_to_node(city, delta)
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elif dest == 5:
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wait_city-=delta
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if wait_city <= 0: state_next()
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elif dest == 6:
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move_to_node_pos(company, delta)
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elif dest == 7:
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wait_final-=delta
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if wait_final <= 0: state_next()
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elif dest == 8:
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get_node(moneyframe).incMoney()
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queue_free()
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func move_to_node(np, delta):
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var node = get_node(np)
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velocity += (node.position - position).normalized() * speed_phys
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current_target = node
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func move_to_node_pos(np, delta):
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var node = get_node(np)
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velocity += (node.position - position).normalized() * speed_phys
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var angleNow = sign((node.position - position).angle())
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if oldNodePosHitAngle == null:
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oldNodePosHitAngle = angleNow
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else:
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if angleNow != oldNodePosHitAngle:
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state_next()
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else:
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oldNodePosHitAngle = angleNow
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func move_to_pos(pos, delta):
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velocity = Vector2.ZERO
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current_target = null
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var angle_prev = sign((pos - position).angle())
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position = position.move_toward(pos, delta * speed_spawn)
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var angle_post = sign((pos - position).angle())
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if angle_prev != angle_post:
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state_next()
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func radius():
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return get_node("sprite").texture.get_width()*get_node("sprite").transform.get_scale().x/2
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func _physics_process(delta):
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if (velocity.length_squared() == 0): return
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velocity = move_and_slide(velocity, Vector2(0, -1))
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if velocity.length() > speed_phys_max:
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velocity = velocity.normalized() * speed_phys_max
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if current_target != null:
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var slide_count = get_slide_count()
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if slide_count:
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var collision = get_slide_collision(slide_count - 1)
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var collider = collision.collider
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if collider == current_target:
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state_next()
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