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class_name PlayerStateHanging
extends PlayerState
var target: HookHanging
var t: float
var L: float
var theta0: float
var line2D: Line2D
var tweening: bool
func _to_string() -> String:
var s = "PlayerStateHanging"
if tweening: s += " (tweening)"
return s
func initialize(p: Player, h_target: HookHanging, h_dist: float):
t = 0
L = h_dist
target = h_target
# Add tongue line
line2D = Line2D.new()
line2D.width = 2
line2D.add_point(Vector2.ZERO)
line2D.add_point(Vector2.ZERO) # set in movement handler
target.add_child(line2D)
var hyp = target.global_position - p.global_position
var sign_x = sign(hyp.x)
var angle_below_horiz = 15
var angle_below_horiz_r = deg_to_rad(angle_below_horiz)
var tweening_target_point = target.global_position \
- Vector2(sign_x * L * cos(angle_below_horiz_r),
-L * sin(angle_below_horiz_r))
# if player is above the hook, we need to tween to horizontal
if tweening_target_point.y - p.global_position.y > 0:
tweening = true
return
tweening = false
theta0 = atan2(-hyp.y, hyp.x) - PI/2
if theta0 < -PI: theta0 += 2*PI
print_debug("hyp: ", hyp, ", theta0: ", theta0)
func _handle(_p: Player, _delta: float):
pass
func _handle_physics(p: Player, delta: float):
if tweening:
_movement_hang_tween(p, delta)
else:
_movement_hanging(p, delta)
func _movement_hanging(p: Player, delta: float):
t += delta
if Input.is_action_just_pressed("jump"):
p.velocity.y = -p.jump_strength
line2D.queue_free()
p.set_movement_normal()
var omega = sqrt(p.gravity / L)
var theta = theta0 * cos(t * omega)
p.global_position.x = target.global_position.x + L * sin(theta)
p.global_position.y = target.global_position.y + L * cos(theta)
line2D.points[1] = p.global_position - target.global_position
func _movement_hang_tween(p: Player, delta: float):
var tween_speed = p.jump_strength
var hyp = target.global_position - p.global_position
var sign_x = sign(hyp.x)
var angle_below_horiz = 15
var angle_below_horiz_r = deg_to_rad(angle_below_horiz)
var tweening_target_point = target.global_position \
- Vector2(sign_x * L * cos(angle_below_horiz_r),
-L * sin(angle_below_horiz_r))
var tween_hyp = tweening_target_point - p.global_position
var tween_dir: Vector2 = tween_hyp.normalized()
var v: Vector2 = tween_dir * tween_speed
var s: Vector2 = v * delta
if tween_hyp.length() < s.length():
tweening = false
theta0 = deg_to_rad(-sign_x * (90 - angle_below_horiz))
else:
p.position += s
line2D.points[1] = p.global_position - target.global_position
pass
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