JHRGB/Pool.gd
2023-12-28 19:47:27 +00:00

131 lines
4.0 KiB
GDScript

@tool
class_name Pool
extends StaticBody2D
@export var mana_r: int = 10
@export var mana_g: int = 10
@export var mana_b: int = 10
# Called when the node enters the scene tree for the first time.
func _ready():
update()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
if $CollisionShape2D2.disabled:
# Prepare the shape query parameters
var query_parameters = PhysicsShapeQueryParameters2D.new()
var collision_shape = $CollisionShape2D2.shape
query_parameters.set_shape(collision_shape)
query_parameters.set_transform(Transform2D(0, position))
query_parameters.set_collision_mask(1) #1=players
# Get the Physics2DDirectSpaceState for collision checking
var space_state = get_world_2d().direct_space_state
# Check for collision
var collision_results = space_state.intersect_shape(query_parameters)
if collision_results.size() == 0:
$CollisionShape2D2.disabled=false
update()
func pool_coll_check():
var query_parameters = PhysicsShapeQueryParameters2D.new()
var collision_shape = $CollisionShape2D2.shape
query_parameters.set_shape(collision_shape)
query_parameters.set_transform(Transform2D(0, scale, 0, position))
query_parameters.set_collision_mask(2) #2=pools
# Get the Physics2DDirectSpaceState for collision checking
var space_state = get_world_2d().direct_space_state
# Check for collision
var collision_results = space_state.intersect_shape(query_parameters)
for result in collision_results:
if result.collider is Pool and result.collider != self:
if is_fully_overlapping(self, result.collider):
merge_with(result.collider)
func is_fully_overlapping(pool1, pool2):
var radius1 = pool1.scale[0]*pool1.get_node("CollisionShape2D2").scale[0]*pool1.get_node("CollisionShape2D2").shape.radius
var radius2 = pool2.scale[0]*pool2.get_node("CollisionShape2D2").scale[0]*pool1.get_node("CollisionShape2D2").shape.radius
var center_distance = pool1.position.distance_to(pool2.position)
# Check if one circle is completely inside the other
return center_distance <= abs(radius1 - radius2)
func merge_with(p: Pool):
# Calculate RGB sums for both pools
var sum_rgb_self = mana_r + mana_g + mana_b
var sum_rgb_other = p.mana_r + p.mana_g + p.mana_b
# Avoid division by zero
var total_sum = sum_rgb_self + sum_rgb_other
if total_sum == 0:
return
# Calculate weighted positions
var weighted_position_self = position * sum_rgb_self
var weighted_position_other = p.position * sum_rgb_other
# Compute new position as weighted average
position = (weighted_position_self + weighted_position_other) / total_sum
# Merge mana values
mana_r += p.mana_r
mana_g += p.mana_g
mana_b += p.mana_b
p.mana_r = 0
p.mana_g = 0
p.mana_b = 0
#update()
#p.update()
func update():
var max_value: float = max(mana_r, mana_g, mana_b)
if max_value==0:
self.queue_free()
return;
var normalized_r = mana_r / max_value
var normalized_g = mana_g / max_value
var normalized_b = mana_b / max_value
self.modulate = Color(normalized_r, normalized_g, normalized_b)
var s=sqrt((mana_r+mana_g+mana_b)/1000.0)
self.scale=Vector2(s,s)
self.queue_redraw() # Request to redraw the node
pool_coll_check()
func decay():
var new_player = load("res://player.tscn").instantiate()
new_player.apply_impulse(Vector2.from_angle(randf_range(0, 2 * PI)) * 100)
new_player.position = position
new_player.exchange_with(self)
new_player.get_node("CollisionShape2D").disabled=true
get_tree().root.add_child(new_player)
func save_data():
var data = {
"filename" : get_scene_file_path(),
"pos_x" : position.x,
"pos_y" : position.y,
"r" : mana_r,
"g" : mana_g,
"b" : mana_b,
}
return data
func load_data(data):
position=Vector2(data["pos_x"],data["pos_y"])
mana_r=data["r"]
mana_g=data["g"]
mana_b=data["b"]
func _on_decay_timer_timeout():
if not get_tree().root.get_node("Sim/ScreenOverlay/SettingsWindow/VBoxContainer/Decay").is_pressed():
return
if (mana_r+mana_g+mana_b)>randf_range(0,99999):
decay()
#$DecayTimer.wait_time=