The_Dark_Side_of_Earth/enemies/leech/leech.gd

116 lines
4.7 KiB
GDScript

extends EnemyHurtbox
# The distance from one end to the other while standing
@export var broadth = 250
var move_dir = [-1, 1].pick_random()
const angular_speed = 0.25
# The angle from the base to the moving end
var angle = 0.0 if move_dir == 1 else PI
@onready var segments : Array[Node] = $Segments.get_children()
@onready var segment_count = segments.size()
var dead = false
func _process(delta: float) -> void:
if dead: return
# Fall slowly while not grounded
if not $GroundSensor.has_overlapping_bodies():
position += 200 * delta * $EarthAligner.global_from_local(Vector2.DOWN)
var y = position.length()
var ratio = - move_dir * broadth / (2 * y)
# Due to the curvature of the ground, the leech can not just prescribe a semicircle.
# 2 * rot_angle determines how much further than 180° the moving leg has to move.
# This agrees with the angle of the arc spanned by the leeches standing ends.
var rot_angle = - 2 * asin(ratio)
angle -= TAU * delta * angular_speed * move_dir
# Once the rotation has finished, the other leg is used as the leeches center.
# The leeches position has to be updated accordingly.
if(angle > PI + abs(rot_angle) / 2 or angle < - abs(rot_angle) / 2):
angle = fmod(angle + PI, PI)
position = position.rotated(rot_angle)
# StepChecker determines whether there is ground for the next step.
# Place the StepChecker on the side of the next step to be made.
if(move_dir == 1 and angle < 1 or move_dir == -1 and angle > PI - 1):
$StepChecker.global_position = position.rotated(rot_angle)
$StepChecker.rotation = rot_angle
# At some point of the movement, check whether there is ground to step on, turn around otherwise.
if(move_dir == 1 and angle < 0.5 or move_dir == -1 and angle > PI - 0.5):
if(not $StepChecker.has_overlapping_bodies()):
move_dir *= -1
# Update the position and rotation according to the end's position
for i in range(segment_count):
var segment_pos_data = calculate_segment_location_and_rotation(i)
if not is_instance_valid(segments[i]):
get_tree().get_root().print_tree_pretty()
segments[i].position = segment_pos_data.position
segments[i].rotation = segment_pos_data.rotation
func calculate_segment_location_and_rotation (i) -> Dictionary:
var aerial_end_location = Vector2.from_angle(-angle) * broadth
# Compute the gravicenter of the standing end, the moving end and the apex of the movement.
var gravicenter = (aerial_end_location + Vector2(0, -broadth) + Vector2.ZERO) / 3
# Compute the circle through the above gravicenter, the standing end and the moving end.
var ax = gravicenter.x
var ay = gravicenter.y
var bx = aerial_end_location.x
var by = aerial_end_location.y
var cx = 0
var cy = 0
var d = 2 * (ax * (by - cy) + bx * (cy - ay) + cx * (ay - by))
var ux = ((ax * ax + ay * ay) * (by - cy) + (bx * bx + by * by) * (cy - ay) + (cx * cx + cy * cy) * (ay - by)) / d
var uy = ((ax * ax + ay * ay) * (cx - bx) + (bx * bx + by * by) * (ax - cx) + (cx * cx + cy * cy) * (bx - ax)) / d
var circum_center = Vector2(ux, uy)
var radius = circum_center.length()
# Determine the direction of the correct arc between the standing and the moving end
var switch_arc_dir = false
# When the moving end crosses above the standing end, the circumcenter jumps
# from one side of the leech to the other, reverting the direction of the arc
if ux < 0:
switch_arc_dir = !switch_arc_dir
# For sufficiently large size of circum_center.angle() it can happen that
# the sign of the (circum_center - aerial_end_location).angle() flips while
# that of circum_center.angle() doesn't, which has to be counteracted.
if circum_center.angle() > 1:
switch_arc_dir = !switch_arc_dir
var angle1 = - PI + circum_center.angle()
var angle2 = - PI + (circum_center - aerial_end_location).angle()
if(switch_arc_dir):
angle1 += TAU
# In the edge case where the leech is almost a straight line, the circum_center
# and radius approach infty, leading to numerical errors producing flickering.
# This is ruled out by treating these cases as actual straight lines.
if radius > 1000000:
return {"position" : Vector2.UP * broadth * i / (segment_count - 1),
"rotation" : 3 * PI / 2}
# Otherwise, the segments are distributed regularly along the arc.
else:
var arc_angle = (i * angle1 + (segment_count - 1 - i) * angle2)/(segment_count - 1)
return {"position": circum_center + radius * Vector2.from_angle(arc_angle),
"rotation": arc_angle + sign(ux) * PI/2}
func _on_damage_taken(_damage, _dir, _id):
$AudioStreamPlayer2D.play()
func _on_death():
# Free all other children while waiting for the death sound to play.
dead = true
for child in get_children():
if not child is AudioStreamPlayer2D:
child.queue_free()
$AudioStreamPlayer2D.play()
await $AudioStreamPlayer2D.finished
queue_free()