GrappleTest/Player/GrappleHook/GrappleHook.gd
2024-02-29 10:38:22 -06:00

123 lines
3.3 KiB
GDScript

extends Node2D
@onready var player = $"../../"
@onready var sprite = $"../"
@onready var grappleCore = $"GrappleCore"
@onready var Smoother = $"../../../Smoother"
var grappleProjectile = preload("res://Player/GrappleHook/GrappleHookProjectile/GrappleHookProjectile.tscn")
var proj = null
var retractingProj = []
var grappleSpeed = Vector2.ZERO
var retractDur = 0
var retractStart = Vector2.ZERO
var grappleDur = 0
var grappling = false
var grapples = 0
var grappleShootParti = preload("res://Particles/Grapple/GrappleParti.tscn")
func renderLine(proj):
var grappleLine = proj.get_node("GrappleLine")
var grappleBord = proj.get_node("GrappleBord")
var grapOffset = grappleCore.offset * sprite.scale
grappleLine.set_point_position(1, player.position + grapOffset)
grappleBord.set_point_position(1, player.position + grapOffset)
grappleLine.set_point_position(0, proj.position)
grappleBord.set_point_position(0, proj.position)
var curve = Curve.new()
curve.add_point(Vector2(0, 1))
curve.add_point(Vector2(1, sprite.scale.y))
grappleLine.width_curve = curve
grappleBord.width_curve = curve
func launch(delta):
if proj:
player.jumps = player.MAX_JUMPS - 1
var grappleVeloc = (proj.position - player.position).normalized() * grappleSpeed
player.launch(grappleVeloc.x)
player.velocity.y = lerp(player.velocity.y, grappleVeloc.y, 10 * delta)
func grappleStart():
grappleSpeed = (500 + clamp(player.velocity.length(), 500, 1000))
grappleDur = 0.5
grappling = true
func _physics_process(delta):
grappleDur -= delta
var moveVector = (get_global_mouse_position() - player.position).normalized()
if player.is_on_floor():
grapples = 2
#$"parti".emitting = grappling
if Input.is_action_just_pressed("pullGrapple") and not proj and grapples:
grapples -= 1
proj = grappleProjectile.instantiate()
proj.position = player.position
proj.rotation = moveVector.angle()
modulate = Color8(0, 255, 0)
proj.modulate = modulate
proj.velocity = (moveVector * 1000) + player.velocity
#grappleDur = 10
add_child(proj)
#var parti = grappleShootParti.instantiate()
#parti.rotation = proj.rotation
#parti.position = proj.position
#parti.process_material.initial_velocity_min = (proj.velocity.length() + player.velocity.length()) / 6
#add_child(parti)
#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 = player.MAX_JUMPS
player.falling = false
#player.velocity.y = player.JUMP_VELOCITY
grappleDur = 0
retractingProj.append({"proj": proj, "retractStart": proj.position, "retractDur": 0})
proj = null
grappling = false
func _process(delta):
for projData in retractingProj:
var proj = projData.proj
if is_instance_valid(proj):
proj.position = lerp(projData.retractStart, player.position, projData.retractDur)
projData.retractDur += delta * 4 / ((projData.retractStart - player.position).length() / 300)
renderLine(proj)
if projData.retractDur >= 1:
if proj.find_child("parti"):
var parti = proj.get_node("parti")
parti.emitting = false
parti.reparent(self)
proj.queue_free()
proj = null
retractDur = 0
else:
retractingProj.remove_at(retractingProj.find(projData))
if is_instance_valid(proj):
renderLine(proj)