1bit-game-jam/scripts/Flashlight.cs

94 lines
3.6 KiB
C#

using System;
using Godot;
public partial class Flashlight : Node
{
[Export] public Player Player;
[Export] public GameCamera Camera;
[Export] public Node2D Circle;
[Export] public Node2D PlayerCircle;
[Export] public Polygon2D Polygon;
[Export] public CollisionShape2D CollisionCircle;
[Export] public CollisionShape2D CollisionPlayerCircle;
[Export] public CollisionPolygon2D CollisionPolygon;
[Export] public CanvasGroup FlashlightGroup;
[Export] public Curve BrightnessCurve;
[Export] public AudioStreamPlayer CrankSoundPlayer;
private float FlashlightRadius = Constants.MaxFlashlightRadius;
private float FlashlightEnergy = Constants.MaxFlashlightEnergy;
private float FlashlightChargeTimeout = 1;
public override void _Ready()
{
base._Ready();
if (CollisionCircle.Shape is not CircleShape2D)
throw new Exception("Invalid collision shape on the circle");
if (CollisionPlayerCircle.Shape is not CircleShape2D)
throw new Exception("Invalid collision shape on the player circle");
}
public override void _PhysicsProcess(double delta)
{
var playerScreenCenterPosition = Player.Position - Camera.Position;
var flashlightScreenCenterPosition = Camera.FlashlightPosition - Camera.Position;
var playerScreenPosition = playerScreenCenterPosition + Constants.HalfScreenSize;
PlayerCircle.Position = playerScreenPosition;
CollisionPlayerCircle.Position = playerScreenPosition;
var d = Camera.FlashlightPosition.DistanceTo(Player.Position);
FlashlightRadius = Mathf.Lerp(Constants.MinFlashlightRadius, Constants.MaxFlashlightRadius,
Mathf.Clamp(d - Constants.MinFlashlightDistance, 0,
Constants.MaxFlashlightDistance - Constants.MinFlashlightDistance) / Constants.MaxFlashlightDistance);
var flashlightScreenPosition = flashlightScreenCenterPosition + Constants.HalfScreenSize;
var flashlightScale = FlashlightRadius / Constants.MaxFlashlightRadius;
Circle.Position = flashlightScreenPosition;
Circle.Scale = new Vector2(flashlightScale, flashlightScale);
CollisionCircle.Position = flashlightScreenPosition;
((CircleShape2D)CollisionCircle.Shape).Radius = FlashlightRadius;
if (d <= FlashlightRadius)
Polygon.Visible = false;
else
{
Polygon.Visible = true;
var a = Mathf.Sqrt(d * d - FlashlightRadius * FlashlightRadius);
var xy2 = Camera.FlashlightPosition - Player.Position;
var angle = xy2.Angle();
var arcsinRd = Mathf.Asin(FlashlightRadius / d);
var dslkhjdsflkhjsdfhlkjdfsjlk = angle + arcsinRd;
var xy3 = a * new Vector2(Mathf.Cos(dslkhjdsflkhjsdfhlkjdfsjlk), Mathf.Sin(dslkhjdsflkhjsdfhlkjdfsjlk));
var dslkhjdsflkhjsdfhlkjdfsjlk2 = angle - arcsinRd;
var xy4 = a * new Vector2(Mathf.Cos(dslkhjdsflkhjsdfhlkjdfsjlk2), Mathf.Sin(dslkhjdsflkhjsdfhlkjdfsjlk2));
var polygon = new[]
{ playerScreenPosition, playerScreenPosition + xy3, playerScreenPosition + xy4 };
Polygon.Polygon = polygon;
CollisionPolygon.Polygon = polygon;
}
FlashlightChargeTimeout = Mathf.Clamp(FlashlightChargeTimeout - (float)delta, 0, 1);
if (Input.IsActionJustPressed("flashlight_charge") && FlashlightChargeTimeout <= 0)
{
FlashlightChargeTimeout = 1;
FlashlightEnergy += Constants.FlashlightEnergyPerCharge;
var rng = new RandomNumberGenerator();
CrankSoundPlayer.PitchScale = rng.RandfRange(1f, 1.15f);
CrankSoundPlayer.Play();
}
FlashlightEnergy = Mathf.Clamp(FlashlightEnergy - (float)delta, 0, Constants.MaxFlashlightEnergy);
FlashlightGroup.Modulate =
new Color(BrightnessCurve.Sample(FlashlightEnergy / Constants.MaxFlashlightEnergy), 1, 1, 1);
CollisionCircle.Disabled = CollisionPlayerCircle.Disabled = CollisionPolygon.Disabled = FlashlightEnergy < 10;
}
}