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111
CarSprite.gd
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111
CarSprite.gd
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extends AnimatedSprite
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enum { RIGHT, DOWN_RIGHT, DOWN, DOWN_LEFT, LEFT, UP_LEFT, UP, UP_RIGHT }
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var sprite := UP
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export (int) var threshold = 5 # Range to snap around axis direction, in degrees.
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var time = 0.0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func _process(delta):
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"""
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The sprite has its own representation of rotation, so we need to tweak things.
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The sprite inherits orientation from its parent (track) that must be canceled.
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"""
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var global = get_global_rotation_degrees()
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var local = get_rotation_degrees()
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var total = wrapf(global - local, -180.0, 180.0)
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var r = snap_rotation(total)
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if _update_sprite(r):
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print_debug("frame changed")
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set_frame(sprite)
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# We can just cancel out the "part of" the rotation
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# embedded in the sprites, leaving out a small
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# rotation for dynamic effect...
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#set_rotation_degrees(-r)
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# ...Or we just cancel out everything
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set_rotation_degrees(-total)
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get_node("/root/Track2/HBoxContainer/Rotation").set_text("%.1f°" % r)
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time += delta
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if time >= 0.1:
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print_debug("%.1f" % get_rotation_degrees(), "° | global: ", "%.1f" % get_global_rotation_degrees(), "°")
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func snap_rotation(r):
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"""
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Snap rotation to multiples of 45°
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Also snaps within a certain range of direction axis
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"""
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if r >= 0 - threshold and r <= 0 + threshold: # Right
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r = 0
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elif r >= 180 - threshold or r <= -180 + threshold: # Left
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r = 180
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elif r >= 90 - threshold and r <= 90 + threshold: # Down
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r = 90
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elif r >= -90 - threshold and r <= -90 + threshold: # Up
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r = -90
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elif r > 0 + threshold and r < 90 - threshold:
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r = 45
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elif r > 90 + threshold and r < 180 - threshold:
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r = 135
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elif r > -90 + threshold and r < 0 - threshold:
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r = -45
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elif r > -180 + threshold and r < -90 - threshold:
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r = -135
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return r
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func _update_sprite(rotation):
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"""
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Updates the sprite index given direction of movement.
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Returns true if sprite was updated, false otherwise.
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"""
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var previous = sprite
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# Use a specific algorithm according to difficulty mode
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#__set_sprite_from_direction(round(direction.x), round(direction.y)) ## if abs(direction.y) > 0.1 else 0
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__set_sprite_from_rotation( rotation )
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return previous != sprite
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func __set_sprite_from_direction(x, y):
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""" Set the matching sprite according to given direction vector """
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if x != 0 and y != 0:
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if x < 0 and y < 0:
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sprite = UP_LEFT
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elif x < 0 and y > 0:
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sprite = DOWN_LEFT
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elif x > 0 and y < 0:
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sprite = UP_RIGHT
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elif x > 0 and y > 0:
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sprite = DOWN_RIGHT
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elif x != 0:
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if x < 0:
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sprite = LEFT
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else:
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sprite = RIGHT
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elif y != 0:
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if y < 0:
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sprite = UP
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else:
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sprite = DOWN
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func __set_sprite_from_rotation(r: int):
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""" Set the matching sprite according to given rotation (in degrees) """
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match r:
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0: sprite = RIGHT
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45: sprite = DOWN_RIGHT
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90: sprite = DOWN
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135: sprite = DOWN_LEFT
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180, -180: sprite = LEFT
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-45: sprite = UP_RIGHT
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-90: sprite = UP
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-135: sprite = UP_LEFT
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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