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