117 lines
4.8 KiB
GDScript

extends KinematicBody2D
export var swim_length = 150
export var swim_cooldown = 1
var destination # The position the fish will move to _on_SwimTimer_timeout()
var pellets_consumed = 0 # Tracks the number of clean pellets eaten
var invincible = false # Used during cutscenes such as returning home, etc
var poisoned = false # Used in Hazards/Poison/Poison.gd to determine if fish is dying of poison
var poison_mutation = true # True when fish can eat and shoot poison pellets
var pellets = 0 # Tracks the number of poison pellets eaten but not shot yet
onready var mouth = $Positions/Mouth.position # Used for eating and shooting poison pellets
onready var mouth_inhale = $Positions/MouthInhale.position # Used for eating poison pellets
onready var tail = $Positions/Tail.position # Used for shooting poison pellets
onready var house = get_node("/root/Tank/House")
onready var house_eyes = get_node("/root/Tank/House/HouseEyes")
onready var house_left = get_node("/root/Tank/House/HouseLeft")
onready var house_right = get_node("/root/Tank/House/HouseRight")
onready var house_left_entrance = get_node("/root/Tank/House/LeftEntrance")
onready var house_right_entrance = get_node("/root/Tank/House/RightEntrance")
func _ready():
$SwimTimer.wait_time = swim_cooldown
$HungerTimer.start()
func _on_SwimTimer_timeout() -> void:
# Swim toward mouse
if not invincible:
var new_y = clamp(move_toward(position.y, get_global_mouse_position().y, swim_length), 110, 1040)
#destination = Vector2(move_toward(position.x, get_global_mouse_position().x, swim_length), move_toward(position.y, get_global_mouse_position().y, swim_length))
destination = Vector2(move_toward(position.x, get_global_mouse_position().x, swim_length), new_y)
$TweenSwim.interpolate_property(self, "position", position, destination, 1, Tween.TRANS_CUBIC, Tween.EASE_IN_OUT)
$TweenSwim.start()
func _process(delta: float) -> void:
if destination:
var v
if invincible: # Smoothly rotate fish to face destination
v = destination - global_position
else: # Smoothly rotate fish to face mouse
v = get_global_mouse_position() - global_position
var angle = v.angle() + deg2rad(270)
# if global_position.x < get_global_mouse_position().x:
# $AnimatedSprite.flip_v = false
# else:
# $AnimatedSprite.flip_v = true
if rad2deg(angle) < 180 or rad2deg(angle) > 360:
$AnimatedSprite.flip_v = true
else:
$AnimatedSprite.flip_v = false
var rotation_speed = PI * 0.75 # PI = 180 degrees
var angle_delta = rotation_speed * delta
angle = lerp_angle(global_rotation, angle + 1.57, 1.0)
angle = clamp(angle, global_rotation - angle_delta, global_rotation + angle_delta)
global_rotation = angle
$ThoughtBubble.global_rotation = 0
func fire_pellet() -> void:
var velocity = 4
#pellets = 1 # This is just hax so we don't have to eat pellets first to fire them
if pellets > 0: # But usually we require fish to eat pellets before he shoots them
var poison_scene = load("res://Hazards/Poison/Poison.tscn")
var poison = poison_scene.instance()
poison.projectile = true # This will prevent the fish from auto-eating it the second it spawns
get_parent().add_child(poison) # We add this projectile to the /tank/ so they don't move with the fish
poison.position = $Positions/Tail.get_global_position() # 'position' returns the local position, but we need where it's at in relation to the tank
poison.apply_central_impulse(velocity * ($Positions/Tail.get_global_position() - $Positions/Mouth.get_global_position()))
pellets -= 1
func go_inside() -> void:
invincible = true
destination = house_left_entrance.get_global_position()
$TweenSwim.stop_all()
$TweenHome.interpolate_property(self, "position", position, destination, 1.5, Tween.TRANS_SINE, Tween.EASE_OUT, 1.5)
$TweenHome.start()
yield($TweenHome, "tween_completed")
house_right.z_index = 1
destination = house_right_entrance.get_global_position()
$TweenInside.interpolate_property(self, "position", position, destination, 1.5, Tween.TRANS_SINE, Tween.EASE_OUT)
$TweenInside.start()
yield($TweenInside, "tween_completed")
visible = false
house_eyes.visible = true
$TweenSleep.interpolate_property(get_parent(), "modulate", get_parent().modulate, Color(0,0,0,1), 2, Tween.TRANS_LINEAR, Tween.EASE_IN)
$TweenSleep.start()
yield($TweenSleep, "tween_completed")
func reset_hunger() -> void:
if get_parent().phase == get_parent().Phase.CLEAN:
$HungerTimer.start()
pellets_consumed += 1
if pellets_consumed > 5:
get_parent().blackout()
func belly_up(_cause: String) -> void:
print("You died on account of " + _cause + ". :(")
# flip fish upside-down
# modulate tank red
get_tree().reload_current_scene()
func _on_HungerTimer_timeout() -> void:
if get_parent().phase == get_parent().Phase.CLEAN:
belly_up("starvation")
else:
$HungerTimer.stop()
func _on_ThoughtTimer_timeout() -> void:
$ThoughtBubble.visible = false