godot_tiny_crate/src/actor/Box.gd
2024-02-11 23:19:29 -05:00

78 lines
1.7 KiB
GDScript

tool
extends Actor
class_name Box
var is_push = false
onready var node_audio : AudioStreamPlayer2D = $AudioHit
onready var node_anim : AnimationPlayer = $AnimationPlayer
onready var node_sprite : Sprite = $Sprite
onready var sprite_mat : ShaderMaterial = node_sprite.material
var spr_pos := Vector2.ZERO
var push_clock := 0.0
export var push_dur := 0.3
var push_dir = -1
var shake_dist = 0
var scene_slam = preload("res://src/fx/Slam.tscn")
var images = [1, 4, 5, 6, 7]
export var is_refresh_frame := 0 setget pick_frame
func _ready():
if Engine.editor_hint: return
pick_frame()
if Shared.is_level_select: return
spr_pos = node_sprite.position
if is_area_solid(position.x, position.y + 1):
is_on_floor = true
shake_dist = 1
func _physics_process(delta):
if Engine.editor_hint: return
is_push = false
func hit_floor():
speed.x = 0
node_audio.pitch_scale = 1 + rand_range(-0.2, 0.2)
node_audio.play()
Shared.cam.shake(shake_dist)
node_anim.play("hit")
node_anim.advance(0)
shake_dist = 1
# slam
var inst = scene_slam.instance()
inst.position = center()
get_parent().add_child(inst)
# push box
func push(dir : int):
if is_push:
return
is_push = true
push_clock = 0
# check for box at destination
if is_area_solid(position.x + dir, position.y):
for a in check_area_actors("box", position.x + dir):
a.push(dir)
# check for box above
if not is_area_solid(position.x + dir, position.y):
for a in check_area_actors("box", position.x, position.y - 1):
a.push(dir)
move_x(dir)
push_dir = dir
func pick_frame(arg = null):
#randomize()
node_sprite.frame = images[randi() % images.size()]
node_sprite.flip_h = randf() > 0.5
sprite_mat.set_shader_param("flip", float(randf() > 0.5))