142 lines
3.3 KiB
GDScript
142 lines
3.3 KiB
GDScript
extends Sprite
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class_name LogEntity
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const h = [
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preload('res://images/game1/log_h_1.tres'),
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preload('res://images/game1/log_h_2.tres'),
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preload('res://images/game1/log_h_3.tres'),
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preload('res://images/game1/log_h_4.tres'),
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]
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const v = [
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preload('res://images/game1/log_v_1.tres'),
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preload('res://images/game1/log_v_2.tres'),
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preload('res://images/game1/log_v_3.tres'),
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preload('res://images/game1/log_v_4.tres'),
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]
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var type : int
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var index : int
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var collision_area : Area2D
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var back_sensor : Area2D
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var front_sensor : Area2D
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func _init(_type=Type.H, _rotation=0):
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type = _type
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index = _rotation
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var physics_shape = Vector2(2 if type == Type.H else 1, 2 if type == Type.V else 1)
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var box_offset = Vector2(0, 8) if type == Type.H else Vector2(8, 0)
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# Collision box
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collision_area = Area2D.new()
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var shape = CollisionShape2D.new()
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shape.shape = RectangleShape2D.new()
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shape.shape.extents = Vector2(8, 8) * physics_shape
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collision_area.add_child(shape)
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collision_area.position = box_offset
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add_child(collision_area)
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# Sensors
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back_sensor = Area2D.new()
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shape = CollisionShape2D.new()
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shape.shape = RectangleShape2D.new()
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shape.shape.extents = Vector2(6, 6) * physics_shape
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back_sensor.add_child(shape)
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back_sensor.position = box_offset
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add_child(back_sensor)
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front_sensor = Area2D.new()
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shape = CollisionShape2D.new()
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shape.shape = RectangleShape2D.new()
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shape.shape.extents = Vector2(6, 6) * physics_shape
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front_sensor.add_child(shape)
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front_sensor.position = box_offset
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add_child(front_sensor)
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if type == Type.H:
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back_sensor.position.y -= 16
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front_sensor.position.y += 16
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else:
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back_sensor.position.x -= 16
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front_sensor.position.x += 16
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front_sensor.set_collision_layer_bit(0, 0)
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front_sensor.set_collision_mask_bit(0, 1)
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front_sensor.set_collision_mask_bit(1, 0)
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back_sensor.set_collision_layer_bit(0, 0)
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back_sensor.set_collision_mask_bit(0, 1)
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back_sensor.set_collision_mask_bit(1, 0)
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update()
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func spawn_at(pos : Vector2):
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position = pos
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# Offset for special i=2
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if index == 2:
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if type == Type.H: position.y -= 16
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else: position.x -= 16
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func update():
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var atlas = h
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if type == Type.V:
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atlas = v
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texture = atlas[index]
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if type == Type.H:
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if index == 2:
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offset.y += 16
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else:
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offset.y = 0
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else:
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if index == 2:
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offset.x += 16
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else:
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offset.x = 0
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func push(from : Vector2, direction=1) -> bool:
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var sensor = front_sensor if direction == 1 else back_sensor
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if sensor.get_overlapping_bodies().size() > 0 || sensor.get_overlapping_areas().size() > 0:
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return false
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#Check if push is possible
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var authorized_positions = []
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var pos = (position / 16) - Vector2(1, 1)
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if type == Type.H:
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if direction == -1:
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pos += Vector2(0, 2)
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authorized_positions.append(pos)
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authorized_positions.append(pos + Vector2(1, 0))
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elif type == Type.V:
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if direction == -1:
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pos += Vector2(2, 0)
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authorized_positions.append(pos)
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authorized_positions.append(pos + Vector2(0, 1))
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var authorized = false
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for p in authorized_positions:
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if from == p:
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authorized = true
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break
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if !authorized: return false
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index += direction
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if index < 0:
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index = 3
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if index > 3:
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index = 0
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if type == Type.H:
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position.y += 16 * direction
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else:
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position.x += 16 * direction
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#todo: fall in hole
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update()
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return true
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enum Type {H, V}
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