a game about throwing hammers made for the github game off
Diffstat (limited to 'hammers/hammer.gd')
-rw-r--r--hammers/hammer.gd63
1 files changed, 36 insertions, 27 deletions
diff --git a/hammers/hammer.gd b/hammers/hammer.gd
index 86db072..53110e3 100644
--- a/hammers/hammer.gd
+++ b/hammers/hammer.gd
@@ -4,6 +4,14 @@ class_name Hammer
@icon("res://assets/hammers/hammer01.png")
+@onready var left_cast := $LeftCast as RayCast2D
+@onready var right_cast := $RightCast as RayCast2D
+@onready var head := $Head as Marker2D
+@onready var trail := $Trail as Trail2D
+@onready var outline_shader := ($Sprite as Sprite2D).material as ShaderMaterial
+@onready var target_finder := $TargetFinder as Area2D
+@onready var hitbox := $Hitbox as Hitbox
+
## The current velocity
var velocity := Vector2.ZERO
@@ -22,19 +30,23 @@ var direction := Vector2.ZERO
## The hit enum.
enum HITS {_a, _b, _c, PLAYER, ENEMY, NONE}
+## These nodes want to have their collision mask set.
+@onready var hitmasks = [target_finder, hitbox, left_cast, right_cast, self]
+
## Pick which layers to hit.
@export var hits: HITS = HITS.PLAYER:
set(value):
- set_collision_mask_value(hits, false)
- target_finder.set_collision_mask_value(hits, false)
+ for node in hitmasks:
+ node.set_collision_mask_value(hits, false)
hits = value
hitbox.monitoring = hits != HITS.NONE
+ left_cast.enabled = hits != HITS.NONE
+ right_cast.enabled = hits != HITS.NONE
if value == HITS.NONE:
return
- set_collision_mask_value(hits, true)
- target_finder.set_collision_mask_value(hits, true)
+ for node in hitmasks:
+ node.set_collision_mask_value(hits, true)
target_finder.monitoring = not is_instance_valid(target)
- hitbox.collision_mask = target_finder.collision_mask
## The amount of time before gravity kicks in.
@export var lifetime := 3.0
@@ -45,38 +57,34 @@ enum HITS {_a, _b, _c, PLAYER, ENEMY, NONE}
## The target
var target: Node2D = null
-@onready var head := $Head as Marker2D
-@onready var trail := $Trail as Trail2D
-@onready var outline_shader := ($Sprite as Sprite2D).material as ShaderMaterial
-@onready var target_finder := $TargetFinder as Area2D
-@onready var hitbox := $Hitbox as Hitbox
-
-
func _ready() -> void:
hits = hits
+## Lerps direction towards [param to].
+func dirlerp(to: Vector2) -> void:
+ direction = lerp(direction, to, steer_force * clampf(lifetime, 0, 1))
## Moves the direction towards the target.
func seek() -> void:
if is_instance_valid(target):
- direction = lerp(
- direction, head.global_position.direction_to(target.global_position), steer_force * clampf(lifetime, 0, 1)
- )
+ dirlerp(head.global_position.direction_to(target.global_position))
elif target_finder.monitoring == false:
target = null
target_finder.monitoring = true
-# func anticrash() -> void:
-# var space := get_world_2d().direct_space_state
-# var param := PhysicsRayQueryParameters2D.create(head.global_position, head.global_position + (direction * 10), pow(2, 1-1) + pow(2, hits - 1))
-# var result := space.intersect_ray(param)
-# if result.is_empty() or result.collider is Player or result.collider is Enemy:
-# return
-# direction = lerp(
-# direction,
-# direction.bounce(head.global_position.direction_to(result.position)),
-# steer_force * clampf(lifetime, 0, 1)
-# )
+## Tries not to crash.
+func anticrash() -> void:
+ var is_wall := func is_wall(ray: RayCast2D) -> bool:
+ if not ray.is_colliding(): return false
+ if target and ray.get_collider().get_class() == target.get_class(): return false
+ return true
+
+ var results: Array[bool] = [is_wall.call(left_cast), is_wall.call(right_cast)]
+ if results.count(true) == 2: return # resign to our fate
+
+ for i in range(2):
+ if results[i]:
+ dirlerp(direction.rotated(steer_force if i == 0 else -steer_force))
## Highlights this hammer. See also [method unhighlight].
func highlight() -> void:
@@ -94,7 +102,7 @@ func _physics_process(delta: float) -> void:
velocity.y += grav * delta
else:
seek()
-# anticrash()
+ anticrash()
velocity += (direction * acceleration * delta)
if velocity.y < 0:
velocity.y = lerpf(velocity.y, 0, .1) # hard to move up
@@ -111,6 +119,7 @@ func _on_body_entered(_body: Node2D) -> void:
set_collision_layer_value(7, true)
global_position += velocity.limit_length(1) # go into the wall a little
velocity = Vector2.ZERO
+ hits = HITS.NONE
target = null
steer_force = 0.05
lifetime = 3