extends Node2D @onready var player = $"../../" @onready var sprite = $"../" @onready var grappleCore = $"../GrappleCore" @onready var Smoother = $"../../../Smoother" var grappleProjectile = preload("res://Player/GrappleHook/GrappleHookProjectile/GrappleHookProjectile.tscn") var proj = null var grappleSpeed = Vector2.ZERO var retractDur = 0 var retractStart = Vector2.ZERO var grappleDur = 0 var grappling = false var retracting = false func launch(delta): if proj: player.jumps = player.MAX_JUMPS - 1 var grappleVeloc = (proj.position - player.position).normalized() * grappleSpeed player.launch(grappleVeloc.x) player.velocity.y = grappleVeloc.y func grappleStart(): grappleSpeed = (500 + clamp(player.velocity.length(), 500, 1000)) grappleDur = 1 grappling = true func _physics_process(delta): grappleDur -= delta var moveVector = (get_global_mouse_position() - player.position).normalized() if Input.is_action_just_pressed("pullGrapple") and not proj: #player.velocity.y = player.JUMP_VELOCITY / 2 proj = grappleProjectile.instantiate() proj.position = player.position proj.rotation = moveVector.angle() proj.velocity = (moveVector * 1500) + player.velocity #grappleDur = 10 add_child(proj) #else: if proj and grappleDur > 0 and (player.position - proj.position).length() > 15 and not Input.is_action_just_pressed("jump"): launch(delta) elif proj and grappling: player.jumps = 1 #player.velocity.y = player.JUMP_VELOCITY grappleDur = 0 retractStart = proj.position retracting = true grappling = false func _process(delta): if proj and retracting == true: proj.position = lerp(retractStart, player.position, retractDur) retractDur += delta * 4 if retractDur >= 1: proj.queue_free() proj = null retracting = false retractDur = 0 if proj: #Engine.time_scale = 0.1 var grappleLine = proj.get_node("GrappleLine") var grappleBord = proj.get_node("GrappleBord") var grapOffset = grappleCore.offset * sprite.scale grappleLine.set_point_position(1, player.position + grapOffset) grappleBord.set_point_position(1, player.position + grapOffset) grappleLine.set_point_position(0, proj.position) grappleBord.set_point_position(0, proj.position) var curve = Curve.new() curve.add_point(Vector2(0, 1)) curve.add_point(Vector2(1, sprite.scale.y)) grappleLine.width_curve = curve grappleBord.width_curve = curve