Blobby/src/Environment/Grass/ShaderGrass.gd

111 lines
3.9 KiB
GDScript

extends Node2D
onready var blobby = get_node("%Blobby")
var last_distance: Vector2 = Vector2(100,100)
# TODO Incorporate other enteties and highlight mass differences
var time := 0.0
var radius = 15
export var v_radius = 15
export var draft_radius = 20
export var interact_power = 0.04
export var max_displacement = 7
export var fps_limit := 30
var rand = rand_range(1,1.3)
var displacement_coeff: Vector2 = Vector2(1.0,0)
var saved_displacement
var is_idle_swinging
var start_swing_time := 0.0
var begin_idle
var time_since_last_exec := 0.0
# var thread : Thread
var saved_coeff:= 0.0
func _ready():
# TODO This could probably fuck something up later? For other randomness based events
randomize()
# thread = Thread.new()
func _process(delta: float) -> void:
# TODO This should be in the settings and applied to all shaders
time_since_last_exec += delta
# if thread.is_alive():
# print("was_running")
# return
# if thread.is_active():
# thread.wait_to_finish()
if time_since_last_exec <= 1.0/fps_limit:
return
# thread.start(self, "grass_wave_update", delta)
grass_wave_update(delta)
func grass_wave_update(delta: float) -> void:
time_since_last_exec = 0.0
var distance: float = abs(global_position.x - blobby.global_position.x + 6)
var v_distance: float = abs(global_position.y - blobby.global_position.y + 11)
#if (distance > draft_radius * 2 || v_distance > v_radius * 2):
# return
#Velocity relative to the grass, increasing distance is - velocity
var blobby_vel = (last_distance.x - distance)/delta
var blobby_vert_vel = (last_distance.y - v_distance)/delta
var direction: Vector2 = Vector2(sign(global_position.x - blobby.global_position.x + 6),0)
# TODO This only gets more and more unreadable *facepalm*
var power = smoothstep(radius, 0, distance)
var v_power = smoothstep(v_radius, 0, v_distance)
var draft_power = smoothstep(draft_radius, radius, distance)
if (distance >= radius && distance <= draft_radius && blobby_vel < -0.1 && v_distance < 14):
displacement_coeff += direction * (draft_power/radius) * blobby_vel * interact_power
saved_displacement = displacement_coeff.x
is_idle_swinging = false
$Timer.stop()
# TODO v_distance could be a problem for upside down stuff
elif (distance < radius && distance > 1 && abs(blobby_vel) > 0.1 && v_distance < 14 && abs(blobby_vert_vel) < 0.1):
displacement_coeff += direction * power/radius * 0.3 * blobby_vel * interact_power
displacement_coeff += direction * power * 2 * interact_power
saved_displacement = displacement_coeff.x
is_idle_swinging = false
$Timer.stop()
elif (v_distance < v_radius && distance < radius && abs(blobby_vert_vel) > 0.1):
displacement_coeff += direction * v_power/v_radius * blobby_vert_vel * interact_power
saved_displacement = displacement_coeff.x
is_idle_swinging = false
$Timer.stop()
else:
if(abs(displacement_coeff.x) > 0.1 && !is_idle_swinging || !$Timer.is_stopped()):
if($Timer.is_stopped()):
saved_displacement = displacement_coeff.x
$Timer.start()
var t = $Timer.get_wait_time() - $Timer.get_time_left()
displacement_coeff.x = saved_displacement * exp(-0.66 * t) * cos(t * 3.0 * rand)
start_swing_time = time
begin_idle = true
else:
$Timer.stop()
is_idle_swinging = true
var start = displacement_coeff.x if begin_idle else 0.0
displacement_coeff.x = start * exp(-0.2 * (time-start_swing_time)) + 0.3 * -sin(2.0*(time - start_swing_time))
begin_idle = false
# if(displacement_coeff.x > saved_coeff):
# print(displacement_coeff.x)
# saved_coeff = displacement_coeff.x
for polygon in get_children():
if polygon is Polygon2D:
polygon.material.set_shader_param("displacement_coefficient_x",
clamp(displacement_coeff.x, -max_displacement, max_displacement))
break
last_distance = Vector2(distance, v_distance)
time += delta
func _on_Area2D_body_entered(body: Node) -> void:
$AudioStreamPlayer2D.play()