The_Dark_Side_of_Earth/water/water.gd

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GDScript3
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class_name Water extends Node2D
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signal water_reached_max_height
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@onready var player : Player = %Player
@export var animation_height : float = 0
@export var radius_base : float = 0
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var radius : float:
set(new_radius):
radius = new_radius
var mesh = get_node_or_null("WaterMesh")
if !is_instance_valid(mesh):
return
update_scale(mesh)
mesh.material.set_shader_parameter("radius", radius)
@export var amplitude : float:
set(new_amplitude):
amplitude = new_amplitude
var mesh = get_node_or_null("WaterMesh")
if !is_instance_valid(mesh):
return
update_scale(mesh)
mesh.material.set_shader_parameter("amplitude", amplitude)
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@export var tsunami_size : float:
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set(new_size):
tsunami_size = new_size
var mesh = get_node_or_null("WaterMesh")
if !is_instance_valid(mesh):
return
update_scale(mesh)
mesh.material.set_shader_parameter("tsunami_size", tsunami_size)
var tsunami_angle : float:
set(new_angle):
tsunami_angle = new_angle
var mesh = get_node_or_null("WaterMesh")
if !is_instance_valid(mesh):
return
update_scale(mesh)
mesh.material.set_shader_parameter("tsunami_angle", tsunami_angle)
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func check_player_collision():
var pos = player.position
var angle = atan2(pos.y, pos.x)
var water_height = get_height_at(angle)
var player_height = sqrt(pos.x * pos.x + pos.y * pos.y)
if(water_height > player_height - 25):
if player.hurt(1, Vector2.ZERO):
player.reset_to_velocity = Vector2(0, -2000)
func get_height_at(angle):
var TIME : float = Time.get_ticks_usec() / 1000000.;
var wave1 = amplitude/1. * sin(150. * angle + TIME);
var wave2 = amplitude/2. * sin(90. * angle + 1.6 * TIME);
var wave3 = amplitude/3. * sin(55. * angle + 2.3 * TIME);
var wave4 = amplitude/4. * sin(35. * angle + 3.9 * TIME);
var wave = wave1 + wave2 + wave3 + wave4;
var angle_diff : float = angle - tsunami_angle;
angle_diff = fmod(angle_diff + PI + TAU, TAU) - PI;
var sinc : float = (sin(20. * angle_diff) / angle_diff/ 20.);
var tsunami : float = pow(abs(sinc), 1.5) * tsunami_size * sign(sinc);
return radius + wave + tsunami;
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@export var animation_angle : float = 0
@export var tsunami_base_angle : float
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@export var rise_from : float = 2500;
@export var rise_to : float = 3500;
@export var rise_time : float = 120; # in seconds
var auto_rise : bool = true;
@onready var start_unix_time : float = Time.get_unix_time_from_system()
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var direction = 1;
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func update_scale(mesh):
mesh.scale = 2 * (radius + amplitude * 2.1 + tsunami_size) * Vector2.ONE
func update_shader():
radius = radius
amplitude = amplitude
tsunami_angle = tsunami_angle
tsunami_size = tsunami_size
func _ready() -> void:
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print(name)
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update_shader()
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radius_base = rise_from
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auto_rise = false
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radius_base = 2950;
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#create_tsunami(4.712, 1);
await get_tree().create_timer(3).timeout
#create_tsunami(4.712, 1);
rise_water()
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func _process(_delta: float) -> void:
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check_player_collision()
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if auto_rise:
var time: float = Time.get_unix_time_from_system()
if time - start_unix_time > rise_time:
auto_rise = false
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radius_base = rise_to
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water_reached_max_height.emit()
else:
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radius_base = lerpf(rise_from, rise_to, (time - start_unix_time) / rise_time)
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tsunami_angle = tsunami_base_angle + animation_angle * direction;
radius = radius_base + animation_height
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# direction is -1 for left, +1 for right
func create_tsunami(angle : float, dir : int):
if direction not in [-1, 1]:
push_error("direction must be in {-1, 1}")
return
direction = dir
tsunami_base_angle = angle;
$Tsunami.play("tsunami")
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func rise_water():
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auto_rise = false
$ParticleContainer.scale = Vector2.ONE * radius/3000
var pos = player.position
var angle = atan2(pos.y, pos.x)
$ParticleContainer.rotation = angle + PI/2
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await $WaterRise.animation_finished
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radius_base = radius_base + animation_height
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animation_height = 0