mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
115 lines
3.1 KiB
GDScript
115 lines
3.1 KiB
GDScript
class_name TrackRider
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extends Node2D
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@export var attached_entity: Node2D = null
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@export_range(1, 8, 1) var speed := 2
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@export_enum("Forward", "Backward") var direction := 0
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var velocity := Vector2.ZERO
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var last_position := Vector2.ZERO
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var direction_vector := Vector2i.ZERO
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var current_track: Track = null
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var track_idx := -1
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var can_attach := true
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var travelling_on_rail := false
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func _ready() -> void:
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start()
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await get_tree().physics_frame
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if attached_entity != null:
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attach_to_joint(attached_entity)
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func start() -> void:
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current_track = null
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track_idx = -1
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func check_for_entities() -> void:
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for i in $Hitbox.get_overlapping_bodies():
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print(i)
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if i.has_node("TrackJoint"):
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attach_to_joint(i)
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return
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for i in $Hitbox.get_overlapping_areas():
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print(i)
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if i.owner.has_node("TrackJoint"):
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attach_to_joint(i.owner)
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return
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func _physics_process(delta: float) -> void:
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if attached_entity == null:
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check_for_entities()
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return
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if travelling_on_rail == false:
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velocity.y += 10
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global_position += velocity * delta
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check_for_rail()
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last_position = global_position
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func attach_to_joint(node: Node2D) -> void:
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var joint = node.get_node("TrackJoint")
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joint.is_attached = true
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if joint.movement_node != null:
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joint.movement_node.active = false
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joint.attached.emit()
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elif joint.disable_physics:
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node.set_physics_process(false)
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joint.rider = self
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node.physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_OFF
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node.reparent($Joint, false)
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node.position = joint.offset
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attached_entity = node
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func check_for_rail() -> void:
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if travelling_on_rail == false and can_attach:
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for i in $Hitbox.get_overlapping_areas():
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if i.get_parent() is TrackPiece and i.get_parent().owner != current_track:
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var piece: TrackPiece = i.get_parent()
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if piece.owner.length <= 0:
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continue
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global_position = piece.global_position
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travelling_on_rail = true
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current_track = piece.owner
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track_idx = piece.idx
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if track_idx >= current_track.path.size():
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direction = 1
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if direction == 1:
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track_idx -= 1
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track_idx = clamp(track_idx, 0, current_track.path.size() - 1)
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if travelling_on_rail:
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direction_vector = current_track.path[track_idx] * [1, -1][direction]
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if current_track != null:
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move_tween(Vector2(direction_vector))
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func move_tween(new_direction := Vector2.ZERO) -> void:
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var tween = create_tween()
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tween.tween_property(self, "global_position", global_position + (new_direction * 16), float(1.0 if new_direction.is_normalized() else 1.414) / (speed * 2))
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await tween.finished
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track_idx += [1, -1][direction]
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if track_idx >= current_track.length and direction == 0:
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track_idx = current_track.length - 1
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if current_track.end_point == 0:
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direction = 1
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else:
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detach_from_rail()
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return
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if track_idx < 0 and direction == 1:
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track_idx = 0
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if current_track.start_point == 0:
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direction = 0
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else:
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detach_from_rail()
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return
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check_for_rail()
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func detach_from_rail() -> void:
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can_attach = false
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travelling_on_rail = false
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track_idx = -1
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velocity = direction_vector * speed * 48
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await get_tree().create_timer(0.1, false).timeout
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can_attach = true
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