Added level 1, base-level to abstract from, and level-controller
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+88
-12
@@ -3,38 +3,114 @@ extends KinematicBody2D
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class_name Trolley
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signal rogers_left_trolley()
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signal rogers_entered_trolley()
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signal left_wih_rogers(has_rogers)
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export var TIME = 60
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onready var trolley_closed_shape = $TrolleyClosedShape
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export var MAX_VELOCITY = .3
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export var MAX_VELOCITY = 8
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var velocity := Vector2.ZERO
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var state = State.STOPPED
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var has_roger := false
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var destination := Vector2.ZERO
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var house_position : Vector2
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var arrival_time: int
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var en_route_length: float
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func _ready() -> void:
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set_trolley_open(true)
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enum State {
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MOVE_TO_START,
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STOPPED,
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EN_ROUTE,
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LEAVING
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}
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func set_trolley_open(trolley_open: bool) -> void:
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trolley_closed_shape.set_deferred("disabled", trolley_open)
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func move_to_start(start_pos: Vector2) -> void:
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state = State.MOVE_TO_START
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destination = start_pos
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velocity = Vector2(MAX_VELOCITY, 0)
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set_trolley_open(false)
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func move_to_end(end_pos: Vector2, seconds_to_exit) -> void:
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state = State.EN_ROUTE
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destination = end_pos
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velocity = Vector2.ZERO
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arrival_time = seconds_to_exit
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set_trolley_open(false)
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en_route_length = destination.x - global_position.x
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func move_to_leave() -> void:
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if state != State.LEAVING:
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set_trolley_open(false)
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emit_signal("left_wih_rogers", has_roger)
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state = State.LEAVING
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func _physics_process(delta: float) -> void:
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velocity.x = move_toward(velocity.x, MAX_VELOCITY, delta if not has_roger else delta * 10)
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match state:
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State.MOVE_TO_START:
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_decelerate_to_start(delta)
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State.STOPPED:
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_stop(delta)
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State.EN_ROUTE:
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_en_route(delta)
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State.LEAVING:
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_leaving(delta)
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# For the player indicator to show where the trolley is, update 'house_position' to current position
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house_position = global_position
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func _decelerate_to_start(delta: float) -> void:
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var length_to_start := destination.x - global_position.x - 100
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velocity.x = min(move_toward(velocity.x, length_to_start, delta * 10), MAX_VELOCITY)
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var collision := move_and_collide(velocity)
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if collision:
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var collider = collision.get_collider()
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if collider.get_class() == "KinematicBody2D":
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collider.move_and_collide(velocity * 2)
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if global_position.x >= destination.x:
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set_trolley_open(true)
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state = State.STOPPED
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func _stop(delta: float) -> void:
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pass
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func _en_route(delta: float) -> void:
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velocity.x = en_route_length / arrival_time * delta
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var collision := move_and_collide(velocity)
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if collision:
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var collider = collision.get_collider()
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if collider.get_class() == "KinematicBody2D":
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if has_roger:
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MAX_VELOCITY = 10
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return
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collider.move_and_collide(velocity * 3)
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if global_position.x >= destination.x:
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set_trolley_open(false)
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state = State.LEAVING
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func _leaving(delta: float) -> void:
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velocity.x = min(move_toward(velocity.x, (destination.x + 200), delta * 10), MAX_VELOCITY)
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var collision := move_and_collide(velocity)
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if collision:
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var collider = collision.get_collider()
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if collider.get_class() == "KinematicBody2D":
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collider.move_and_collide(velocity * 3)
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# if global_position.x >= destination.x:
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# set_trolley_open(true)
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# state = State.STOPPED
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func set_trolley_open(trolley_open: bool) -> void:
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trolley_closed_shape.set_deferred("disabled", trolley_open)
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func _on_TrolleySeatArea_body_entered(body: Node) -> void:
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if body is Player:
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if body is Player and state != State.STOPPED and state != State.MOVE_TO_START:
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has_roger = true
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print('closing trolley')
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trolley_closed_shape.set_deferred("disabled", false)
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emit_signal("rogers_entered_trolley")
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func _on_TrolleySeatArea_body_exited(body: Node) -> void:
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func _on_TrolleySurroundingArea_body_exited(body_rid: RID, body: Node, body_shape_index: int, local_shape_index: int) -> void:
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if body is Player:
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has_roger = false
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emit_signal("rogers_left_trolley")
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