diff --git a/godot_ship/scenes/ships/2Ship.tscn b/godot_ship/scenes/ships/2Ship.tscn index 157b309..fae014f 100644 --- a/godot_ship/scenes/ships/2Ship.tscn +++ b/godot_ship/scenes/ships/2Ship.tscn @@ -18,12 +18,12 @@ texture = ExtResource( 2 ) [node name="CollisionShape2D" type="CollisionShape2D" parent="."] position = Vector2( 0.125, 16 ) -scale = Vector2( 0.9, 0.95 ) +scale = Vector2( 0.5, 0.75 ) shape = SubResource( 1 ) [node name="Area2D" type="Area2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"] position = Vector2( 0.125, 16 ) -scale = Vector2( 0.9, 0.95 ) +scale = Vector2( 0.5, 0.75 ) shape = SubResource( 1 ) diff --git a/godot_ship/scenes/ships/3ShipB.tscn b/godot_ship/scenes/ships/3ShipB.tscn index c00df62..42ddd21 100644 --- a/godot_ship/scenes/ships/3ShipB.tscn +++ b/godot_ship/scenes/ships/3ShipB.tscn @@ -22,5 +22,5 @@ shape = SubResource( 1 ) [node name="Area2D" type="Area2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"] -scale = Vector2( 0.9, 0.966 ) +scale = Vector2( 0.5, 0.833 ) shape = SubResource( 1 ) diff --git a/godot_ship/scenes/ships/3shipA.tscn b/godot_ship/scenes/ships/3shipA.tscn index 8a8bea3..ea692db 100644 --- a/godot_ship/scenes/ships/3shipA.tscn +++ b/godot_ship/scenes/ships/3shipA.tscn @@ -16,11 +16,11 @@ script = ExtResource( 1 ) texture = ExtResource( 2 ) [node name="CollisionShape2D" type="CollisionShape2D" parent="."] -scale = Vector2( 0.9, 0.966 ) +scale = Vector2( 0.5, 0.875 ) shape = SubResource( 1 ) [node name="Area2D" type="Area2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"] -scale = Vector2( 0.9, 0.966 ) +scale = Vector2( 0.5, 0.833 ) shape = SubResource( 1 ) diff --git a/godot_ship/scenes/ships/4Ship.tscn b/godot_ship/scenes/ships/4Ship.tscn index cc5bf9a..43934e1 100644 --- a/godot_ship/scenes/ships/4Ship.tscn +++ b/godot_ship/scenes/ships/4Ship.tscn @@ -18,12 +18,12 @@ texture = ExtResource( 2 ) [node name="CollisionShape2D" type="CollisionShape2D" parent="."] position = Vector2( 0, 16 ) -scale = Vector2( 0.9, 0.975 ) +scale = Vector2( 0.5, 0.875 ) shape = SubResource( 1 ) [node name="Area2D" type="Area2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"] position = Vector2( 0, 16 ) -scale = Vector2( 0.9, 0.975 ) +scale = Vector2( 0.5, 0.875 ) shape = SubResource( 1 ) diff --git a/godot_ship/scenes/ships/5Ship.tscn b/godot_ship/scenes/ships/5Ship.tscn index ff7659a..2034d47 100644 --- a/godot_ship/scenes/ships/5Ship.tscn +++ b/godot_ship/scenes/ships/5Ship.tscn @@ -15,11 +15,11 @@ script = ExtResource( 1 ) texture = ExtResource( 2 ) [node name="CollisionShape2D" type="CollisionShape2D" parent="."] -scale = Vector2( 0.9, 0.98 ) +scale = Vector2( 0.5, 0.9 ) shape = SubResource( 1 ) [node name="Area2D" type="Area2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"] -scale = Vector2( 0.9, 0.98 ) +scale = Vector2( 0.5, 0.9 ) shape = SubResource( 1 ) diff --git a/godot_ship/script/game/moveShip.gd b/godot_ship/script/game/moveShip.gd index 3bac767..6c41215 100644 --- a/godot_ship/script/game/moveShip.gd +++ b/godot_ship/script/game/moveShip.gd @@ -4,7 +4,7 @@ extends RigidBody2D var held = false var originalPos # Position before moving the ship var snapOriginalPos = false # Gets the original position -var mousePos +var mousePos # Stores the last known mouse position so the physics engine can use it var vertical = true # Gets ship which is either vertical or horizonal var startingPos # Starting position of ships before being placed @@ -18,6 +18,8 @@ var collision = false # Called when the node enters the scene tree for the first time. func _ready(): mode = MODE_KINEMATIC + contacts_reported = 64 + set_use_custom_integrator(true) # Snap the ships to the grid, so the engine won't get mad when they're moved away from the starting position every frame position = (position - offset).snapped(Vector2(32, 32)) + offset startingPos = position @@ -62,7 +64,9 @@ func _input(event): # Rotation has been moved to _physics_process, # as per recommendation of godot_engine.org vertical = not vertical - + # It takes 3 physics ticks for the rotation to update the hitboxes + # Determined imperically through testing, may work differently on different machines(?) + released = 3 # Offset from the corner of the screen to the corner of the board const offset = Vector2(36, 36) @@ -73,9 +77,6 @@ var prev_position = Vector2(0,0) # The number of frames after an object is released to check for physics updates var released = 0 -func _integrate_forces(state): - if state.get_contact_count(): - collision = true # _physics_process: called in place of the physics processor # Checks collision and updates the position and rotation of the object @@ -83,17 +84,17 @@ func _physics_process(_delta): # calculate whether the piece has been rotated or moved var rotated = prev_vertical != vertical var moved = prev_position != position - + # If the piece is held, move it to the mouse: if held and mousePos and mousePos != position: position = mousePos mousePos = null - + # Snap it to the grid if not held (and previously moved) if not held and moved: position = (position - offset).snapped(Vector2(32, 32)) + offset prev_position = position - + # If it's been moved or rotated, snap it to the board if released or rotated: # check whether the ends of the piece are within the board @@ -105,17 +106,18 @@ func _physics_process(_delta): else: position += 32 * Vector2(linear_move, 0) pass - + # Check collisions after released, reset if colliding if collision and released: position = startingPos rotation = 0 vertical = true + # Rotate if the piece needs to be rotated if rotated: prev_vertical = vertical rotation = -PI/2 * int(not vertical) # int(true) == 1, int(false) == 0 - + # Count down the number of physics timesteps left until the piece can stop processing if released > 0: released = released - 1 @@ -139,9 +141,11 @@ func checkOriginalPos(): # Called when *this* ship collides with another ship func ship_stacked(_body): + print("stacked") collision = true # Called when *this* ship stops colliding with another ship func ship_unstacked(_body): + print("unstacked") collision = false # Calculate the extents (front to back) of the ship and check whether they're on the board