2d396fb710
-added NOTIFICATION_INSTANCED
95 lines
1.9 KiB
GDScript
95 lines
1.9 KiB
GDScript
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extends RigidBody
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# member variables here, example:
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# var a=2
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# var b="textvar"
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const STATE_WALKING = 0
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const STATE_DYING = 1
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var prev_advance = false
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var deaccel = 20.0
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var accel = 5
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var max_speed = 2
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var rot_dir = 4
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var rot_speed = 1
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var dying=false
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func _integrate_forces(state):
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var delta = state.get_step()
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var lv = state.get_linear_velocity()
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var g = state.get_total_gravity()
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lv += g * delta #apply gravity
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var up = -g.normalized()
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if (dying):
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state.set_linear_velocity(lv)
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return
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for i in range(state.get_contact_count()):
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var cc = state.get_contact_collider_object(i)
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var dp = state.get_contact_local_normal(i)
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if (cc):
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if (cc extends preload("res://bullet.gd") and not cc.disabled):
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set_mode(MODE_RIGID)
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dying=true
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#lv=s.get_contact_local_normal(i)*400
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state.set_angular_velocity( -dp.cross(up).normalized() *33.0)
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get_node("AnimationPlayer").play("impact")
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get_node("AnimationPlayer").queue("explode")
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set_friction(1)
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cc.disabled=true
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get_node("sound").play("hit")
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return
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var col_floor = get_node("Armature/ray_floor").is_colliding()
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var col_wall = get_node("Armature/ray_wall").is_colliding()
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var advance = not col_wall and col_floor
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var dir = get_node("Armature").get_transform().basis[2].normalized()
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var deaccel_dir = dir
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if (advance):
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if (dir.dot(lv) < max_speed):
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lv+=dir * accel * delta
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deaccel_dir = dir.cross(g).normalized()
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else:
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if (prev_advance):
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rot_dir = 1 #randf() * 2.0 -1.0
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dir = Matrix3(up,rot_dir * rot_speed * delta).xform(dir)
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get_node("Armature").set_transform( Transform().looking_at(-dir,up) )
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var dspeed = deaccel_dir.dot(lv)
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dspeed -= deaccel * delta
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if (dspeed<0):
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dspeed=0
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lv = lv - deaccel_dir*deaccel_dir.dot(lv) + deaccel_dir*dspeed
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state.set_linear_velocity(lv)
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prev_advance=advance
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func _ready():
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# Initalization here
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pass
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