98 lines
2.7 KiB
GDScript
98 lines
2.7 KiB
GDScript
extends Node2D
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const PhysicsFunc = preload("res://src/Utilities/Physic/PhysicsFunc.gd")
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const PhysicsConst = preload("res://src/Utilities/Physic/PhysicsConst.gd")
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# onready var slide_friction = 0.5
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var mass = 1
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var coupled_mass = mass
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var spring_k = -400
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var start_y = 0
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var y_velocity = 0
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var friction = 0.91
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# TODO Only store velocity coming to the springs orientation
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var stored_incoming_velocity = 0
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var coupled_body = null
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var shock_ready = true
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func _ready() -> void:
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start_y = self.position.y
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# TODO Limit spring deformation
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func _physics_process(delta: float) -> void:
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var bc = _body_contact()
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if !bc:
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shock_ready = true
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if bc && shock_ready:
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_Kinematic_Body_on_Spring()
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var spring_force = spring_k * (self.position.y - self.start_y)
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if coupled_body != null:
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coupled_mass = mass + coupled_body.mass
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else:
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coupled_mass = mass
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var weight_force = coupled_mass * PhysicsConst.gravity
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var result_force = weight_force + spring_force
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y_velocity = PhysicsFunc.two_step_euler(
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y_velocity, result_force, coupled_mass, delta
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)
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y_velocity *= friction
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self.position.y += y_velocity * delta
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func _body_contact() -> bool:
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var areas: Array = $SpringSkin.get_overlapping_areas()
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for i in range(0, areas.size()):
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if ["BlobbySkin","EnemySkin"].has(areas[i].name):
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coupled_body = areas[i].get_parent()
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return true
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coupled_body = null
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return false
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func _Kinematic_Body_on_Spring() -> void:
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var a_velocity = stored_incoming_velocity
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var a_mass = coupled_body.mass
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var b_velocity = y_velocity
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var b_mass = mass
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y_velocity += PhysicsFunc.complete_unelastic_shock(
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a_velocity, b_velocity, a_mass, b_mass
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)
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stored_incoming_velocity = 0
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shock_ready = false
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func _on_SpringSkin_area_exited(_area: Area2D) -> void:
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var displacement = self.position.y - self.start_y
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var potential_spring_energy = spring_k * 0.5 * pow(displacement, 2)
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var mass_ratio = 1 - mass / coupled_mass
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var transferred_kinetic_energy = potential_spring_energy * mass_ratio
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var kinetic_energy_in_velocity = (
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-sign(displacement)
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* sqrt(
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abs(
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2 * transferred_kinetic_energy / max(coupled_mass - mass, 0.001)
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)
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)
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)
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if coupled_body != null:
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coupled_body.velocity.y += kinetic_energy_in_velocity
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func _on_EnteringVelocityDetector_area_entered(area: Area2D) -> void:
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if area.name == "BlobbySkin":
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if area.get_parent().velocity.y > 0:
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stored_incoming_velocity = area.get_parent().velocity.y
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func _on_EnteringVelocityDetector_area_exited(area: Area2D) -> void:
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if coupled_body == null:
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$SpringSound.play()
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