A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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extends "res://scripts/player.gd"
onready var placement = preload("res://scripts/placement.gd").new(self, "res://scenes/heroes/5_portal.tscn")
onready var portal_ability = get_node("MasterOnly/Portal")
onready var teleport_ability = get_node("MasterOnly/Teleport")
var radius = 15
# The spaces make the bracket centered, rather than on of the dots
var first_crosshair = " [..."
var second_crosshair = "...] "
var no_portal_crosshair = "+"
var flicking = null
var flick_charge = 3
var flick_strength = 4
# --- Godot overrides ---
func _ready():
placement.start_action = "hero_5_place_portal"
placement.confirm_action = "hero_5_confirm_portal"
placement.delete_action = "hero_5_remove_portal"
placement.max_placed = 100
set_process_input(true)
func _process(delta):
if is_network_master():
var is_second = placement.placed.size() % 2 != 0
var portal_crosshair = second_crosshair if is_second else first_crosshair
var crosshair = no_portal_crosshair if charge < portal_ability.cost else portal_crosshair
get_node("MasterOnly/Crosshair").set_text(crosshair)
var can_build = charge > portal_ability.cost
if placement.place_input(radius, can_build, true) and is_second:
build_charge(-portal_ability.cost)
teleport_ability.disabled = placement.placed.size() <= 1
func _input(event):
flick_input()
func _exit_tree():
._exit_tree()
if placement:
placement.clear()
# --- Player overrides ---
# --- Own ---
func flick_input():
if Input.is_action_just_pressed("primary_mouse"):
var pick = pick_by_friendly(false)
if pick:
flicking = pick
if flicking and Input.is_action_just_released("primary_mouse"):
var aim = get_node("Yaw/Pitch").get_global_transform().basis
var forwards = -aim[2]
var distance = (flicking.translation - translation).length()
forwards *= distance
var towards = translation + forwards
var gravity = PhysicsServer.area_get_param(get_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY_VECTOR)
# Automatically account for gravity, so as to make UI more intuitive
towards -= gravity
rpc("flick", flicking.get_name(), towards)
flicking = null
build_charge(flick_charge)
sync func flick(player_id, towards):
var who = util.get_player(player_id)
if who.is_network_master():
var direction = towards - who.translation
var impulse = direction.normalized() * flick_strength * who.get_mass()
who.apply_impulse(Vector3(), impulse)