145 lines
6.1 KiB
GDScript
145 lines
6.1 KiB
GDScript
extends KinematicBody2D
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export var swim_length = 150
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export var swim_cooldown = 1
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var casual = false # True prevents restarting from beginning after dying
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var destination # The position the fish will move to _on_SwimTimer_timeout()
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var pellets_consumed = 0 # Tracks the number of clean pellets eaten
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var invincible = false # Used during cutscenes such as returning home, etc
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var poisoned = false # Used in Hazards/Poison/Poison.gd to determine if fish is dying of poison
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var poison_mutating = false # Used in poison mutation cutscene
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var poison_mutation = false # True when fish can eat and shoot poison pellets
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var dash_mutation = false
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var pellets = 0 # Tracks the number of poison pellets eaten but not shot yet
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var do_not_rotate = false # Used in Fork.tscn cutscene to stop fish from auto-rotating
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onready var mouth = $Positions/Mouth.position # Used for eating and shooting poison pellets
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onready var mouth_inhale = $Positions/MouthInhale.position # Used for eating poison pellets
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onready var tail = $Positions/Tail.position # Used for shooting poison pellets
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onready var house = get_node("/root/Tank/House")
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onready var house_eyes = get_node("/root/Tank/House/HouseEyes")
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onready var house_left = get_node("/root/Tank/House/HouseLeft")
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onready var house_right = get_node("/root/Tank/House/HouseRight")
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onready var house_left_entrance = get_node("/root/Tank/House/LeftEntrance")
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onready var house_right_entrance = get_node("/root/Tank/House/RightEntrance")
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func _ready():
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$SwimTimer.wait_time = swim_cooldown
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$HungerTimer.start()
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func _on_SwimTimer_timeout() -> void:
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# Swim toward mouse
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if not invincible:
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var new_y = clamp(move_toward(position.y, get_global_mouse_position().y, swim_length), 110, 1040)
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#destination = Vector2(move_toward(position.x, get_global_mouse_position().x, swim_length), move_toward(position.y, get_global_mouse_position().y, swim_length))
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destination = Vector2(move_toward(position.x, get_global_mouse_position().x, swim_length), new_y)
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$TweenSwim.interpolate_property(self, "position", position, destination, 1, Tween.TRANS_CUBIC, Tween.EASE_IN_OUT)
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$TweenSwim.start()
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else:
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if poison_mutating:
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destination.x = house_right_entrance.get_global_position().x
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destination.y = house_right_entrance.get_global_position().y + 100
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func _process(delta: float) -> void:
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if destination and not do_not_rotate:
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var v
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if invincible: # Smoothly rotate fish to face destination
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v = destination - global_position
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else: # Smoothly rotate fish to face mouse
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v = get_global_mouse_position() - global_position
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var angle = v.angle() + deg2rad(270)
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# if global_position.x < get_global_mouse_position().x:
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# $AnimatedSprite.flip_v = false
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# else:
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# $AnimatedSprite.flip_v = true
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if rad2deg(angle) < 180 or rad2deg(angle) > 360:
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$AnimatedSprite.flip_v = true
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else:
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$AnimatedSprite.flip_v = false
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var rotation_speed = PI * 0.75 # PI = 180 degrees
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var angle_delta = rotation_speed * delta
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angle = lerp_angle(global_rotation, angle + 1.57, 1.0)
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angle = clamp(angle, global_rotation - angle_delta, global_rotation + angle_delta)
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global_rotation = angle
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$ThoughtBubble.global_rotation = 0
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func fire_pellet() -> void:
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var velocity = 4
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#pellets = 1 # This is just hax so we don't have to eat pellets first to fire them
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if pellets > 0: # But usually we require fish to eat pellets before he shoots them
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var poison_scene = load("res://Hazards/Poison/Poison.tscn")
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var poison = poison_scene.instance()
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poison.projectile = true # This will prevent the fish from auto-eating it the second it spawns
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get_parent().add_child(poison) # We add this projectile to the /tank/ so they don't move with the fish
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poison.position = $Positions/Tail.get_global_position() # 'position' returns the local position, but we need where it's at in relation to the tank
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poison.apply_central_impulse(velocity * ($Positions/Tail.get_global_position() - $Positions/Mouth.get_global_position()))
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pellets -= 1
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func dash() -> void:
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$SwimTimer.stop()
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if invincible and get_parent().phase == get_parent().Phase.KNIFE and get_node_or_null("/root/Tank/Fork"):
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get_node("/root/Tank/FishFork").visible = false
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destination = Vector2(position.x - (swim_length*3.5), position.y)
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invincible = false
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if get_node_or_null("/root/Tank/Fork"):
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get_node("/root/Tank/Fork").retract()
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get_parent().get_node("SurviveTimer").start()
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do_not_rotate = false
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else:
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var new_y = clamp(move_toward(position.y, get_global_mouse_position().y, swim_length*3), 110, 1040)
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destination = Vector2(move_toward(position.x, get_global_mouse_position().x, swim_length*3), new_y)
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$TweenSwim.interpolate_property(self, "position", position, destination, 1, Tween.TRANS_CUBIC, Tween.EASE_IN_OUT)
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$TweenSwim.start()
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$SwimTimer.start()
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func go_inside() -> void:
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invincible = true
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destination = house_left_entrance.get_global_position()
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$TweenSwim.stop_all()
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$TweenHome.interpolate_property(self, "position", position, destination, 1.5, Tween.TRANS_SINE, Tween.EASE_OUT, 1.5)
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$TweenHome.start()
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yield($TweenHome, "tween_completed")
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house_right.z_index = 1
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destination = house_right_entrance.get_global_position()
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$TweenInside.interpolate_property(self, "position", position, destination, 1.5, Tween.TRANS_SINE, Tween.EASE_OUT)
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$TweenInside.start()
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yield($TweenInside, "tween_completed")
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visible = false
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house_eyes.visible = true
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$TweenSleep.interpolate_property(get_parent(), "modulate", get_parent().modulate, Color(0,0,0,1), 2, Tween.TRANS_LINEAR, Tween.EASE_IN)
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$TweenSleep.start()
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yield($TweenSleep, "tween_completed")
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func reset_hunger() -> void:
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if get_parent().phase == get_parent().Phase.CLEAN:
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$HungerTimer.start()
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pellets_consumed += 1
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if pellets_consumed > 5:
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get_parent().blackout()
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func belly_up(_cause: String) -> void:
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print("You died on account of " + _cause + ". :(")
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# flip fish upside-down
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# modulate tank red
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if not casual:
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get_parent().phase = get_parent().Phase.START
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get_tree().reload_current_scene()
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func _on_HungerTimer_timeout() -> void:
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if get_parent().phase == get_parent().Phase.CLEAN:
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belly_up("starvation")
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else:
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$HungerTimer.stop()
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func _on_ThoughtTimer_timeout() -> void:
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$ThoughtBubble.visible = false
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