summaryrefslogtreecommitdiff
path: root/scripts/basketball.gd
blob: ea9fe65e30aab50ec1bd555d1ce5596d479f0e26 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
extends RigidBody2D

export var spin_speed = -1
export var move_speed = 60
export var power_magnitude = 10

var start_position
var is_dragging = false
var waiting_for_shoot = true
var ready_to_shoot
var ready_to_hold
var power
var spin_rotation = 0
var has_exited
var exit_position

func _ready():
	start_position = position

func toggle_mode():
	if waiting_for_shoot:
		waiting_for_shoot = false
		shoot()
	else:
		# Adds offset of ball's rotation to sprite AFTER the entire object has rotated from physics.
		# Done to keep appearance of same rotation to add consistency when resetting the ball.
		$Sprite.rotation += rotation
		global_variables.has_scored = false
		waiting_for_shoot = true
	set_use_custom_integrator(waiting_for_shoot)

func shoot():
	apply_impulse(Vector2(2, 2), Vector2(power))

# Override the default physics when we want to manually set the position and rotation.
func _integrate_forces(state):
	if waiting_for_shoot:
		state.transform = Transform2D(0, start_position)
		state.linear_velocity = Vector2()
		state.angular_velocity = 0

# Temporary testing controls
func _process(delta):
	if waiting_for_shoot:
		$Sprite.rotation += spin_speed * delta
		$GhostSprite.rotation += spin_speed * delta
		if Input.is_action_pressed("ui_left"):
			start_position.x -= move_speed * delta
		if Input.is_action_pressed("ui_right"):
			start_position.x += move_speed * delta
		start_position.x = clamp(start_position.x, 0, get_viewport_rect().size.x)

func _input(event):
	if event.is_action_pressed("shoot") and ready_to_hold and waiting_for_shoot:
		is_dragging = true
		$GhostSprite.visible = true
		$Sprite.position = event.position - start_position
		$GhostSprite.rotation = $Sprite.rotation
	if !has_exited and is_dragging and event is InputEventMouseMotion:
		$Sprite.position = event.position - start_position
	if event.is_action_released("shoot"):
		if !waiting_for_shoot:
			toggle_mode()
		if is_dragging and ready_to_shoot:
			is_dragging = false
			$GhostSprite.visible = false
			$Sprite.position = Vector2()
			var basketball_position
			if has_exited:
				basketball_position = exit_position
			else:
				basketball_position = event.position
			power = (start_position - basketball_position) * power_magnitude
			toggle_mode()

func on_OuterShape_mouse_entered():
	ready_to_shoot = true
	has_exited = false
func _on_OuterShape_mouse_exited():
	if is_dragging:
		exit_position = get_global_mouse_position()
		$Sprite.position = get_local_mouse_position()
		has_exited = true
	else:
		ready_to_shoot = false

func _on_InnerShape_mouse_entered():
	ready_to_hold = true
func _on_InnerShape_mouse_exited():
	ready_to_hold = false

func position_changer():
	if global_variables.score < 5:
		start_position.x -= 20
		start_position.x = clamp(start_position.x, 30, 123)
	else:
		start_position.x = rand_range(30, 123)

func _on_Hoop_score():
	position_changer()