added some bucket features and two modes
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@ -3,7 +3,11 @@
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[ext_resource type="Script" uid="uid://g0yk17km82bv" path="res://scripts/model.gd" id="1_bctr2"]
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[ext_resource type="Script" uid="uid://b51w6528jl7ns" path="res://scripts/droplet.gd" id="2_rka1o"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_qxwdg"]
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bounce = 0.25
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[sub_resource type="CircleShape2D" id="CircleShape2D_jsxgm"]
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radius = 2.236068
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_jsxgm"]
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size = Vector2(142, 20)
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@ -12,7 +16,8 @@ size = Vector2(142, 20)
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script = ExtResource("1_bctr2")
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[node name="droplet" type="RigidBody2D" parent="." unique_id=1124928337]
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position = Vector2(100, 100)
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position = Vector2(27, 96)
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physics_material_override = SubResource("PhysicsMaterial_qxwdg")
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script = ExtResource("2_rka1o")
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metadata/_edit_group_ = true
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@ -54,7 +59,7 @@ shape = SubResource("RectangleShape2D_jsxgm")
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debug_color = Color(0.5959702, 0.54461277, 0.08352526, 0.41960785)
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[node name="bucket" type="Node2D" parent="." unique_id=431072106]
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position = Vector2(-98, 102)
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position = Vector2(276, -261)
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metadata/_edit_group_ = true
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[node name="platform4" type="StaticBody2D" parent="bucket" unique_id=1216137882]
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@ -86,3 +91,49 @@ metadata/_edit_group_ = true
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position = Vector2(-0.8749161, 0.48425293)
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shape = SubResource("RectangleShape2D_jsxgm")
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debug_color = Color(0.5959702, 0.54461277, 0.08352526, 0.41960785)
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[node name="big_bucket" type="Node2D" parent="." unique_id=1340688088]
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position = Vector2(-115, 91)
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metadata/_edit_group_ = true
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[node name="platform4" type="StaticBody2D" parent="big_bucket" unique_id=1712494835]
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position = Vector2(450.99997, 440)
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rotation = 1.5717075
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="big_bucket/platform4" unique_id=1527990798]
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position = Vector2(-0.8749161, 0.48425293)
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shape = SubResource("RectangleShape2D_jsxgm")
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debug_color = Color(0.5959702, 0.54461277, 0.08352526, 0.41960785)
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[node name="platform5" type="StaticBody2D" parent="big_bucket" unique_id=1995856626]
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position = Vector2(512, 498.99997)
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rotation = 0.0012022424
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="big_bucket/platform5" unique_id=1305563426]
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position = Vector2(-0.8749161, 0.48425293)
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shape = SubResource("RectangleShape2D_jsxgm")
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debug_color = Color(0.5959702, 0.54461277, 0.08352526, 0.41960785)
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[node name="platform7" type="StaticBody2D" parent="big_bucket" unique_id=146253526]
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position = Vector2(650, 498.99997)
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rotation = 0.00064454623
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="big_bucket/platform7" unique_id=1359956789]
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position = Vector2(-0.8749161, 0.48425293)
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shape = SubResource("RectangleShape2D_jsxgm")
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debug_color = Color(0.5959702, 0.54461277, 0.08352526, 0.41960785)
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[node name="platform6" type="StaticBody2D" parent="big_bucket" unique_id=749418854]
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position = Vector2(710.00006, 437.00003)
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rotation = -1.5774848
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="big_bucket/platform6" unique_id=1171236966]
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position = Vector2(-0.8749161, 0.48425293)
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shape = SubResource("RectangleShape2D_jsxgm")
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debug_color = Color(0.5959702, 0.54461277, 0.08352526, 0.41960785)
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[connection signal="body_entered" from="droplet" to="droplet" method="_on_body_entered"]
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@ -1,7 +1,49 @@
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class_name Droplet extends RigidBody2D
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func _ready():
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pass # Replace with function body.
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# bounce mode seems to settle with a consistent surface, but is erratic
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# stick mode seems to make sand castles, but is very calm
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enum Mode { BOUNCE, STICK }
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const mode: Mode = Mode.BOUNCE
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func _process(delta):
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func _ready():
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var mat = PhysicsMaterial.new()
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mat.bounce = .1 if mode == Mode.BOUNCE else 0
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mat.friction = 0.0
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physics_material_override = mat
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# setup body entered signal, seems to also matter for STICK mode
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contact_monitor = true
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max_contacts_reported = 10
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body_entered.connect(_on_body_entered)
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func _physics_process(delta):
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pass
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func _integrate_forces(state):
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if mode == Mode.STICK:
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var v = state.linear_velocity
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var contacts = state.get_contact_count()
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for i in range(contacts):
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var body = state.get_contact_collider_object(i)
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var normal = state.get_contact_local_normal(i)
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var self_damp = .9
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var other_damp = 1 - self_damp
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v = v.bounce(normal) * self_damp
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state.linear_velocity = v # self bounce
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if body is RigidBody2D: # other body
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body.apply_central_impulse(normal * v.length() * (other_damp/contacts))
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func _on_body_entered(body):
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if mode == Mode.BOUNCE:
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# trying to elicit stronger response from rigidBody that was struck
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# ends up being kind of erratic
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# at damp_factor .75: settles laterally, but erratic past half-full
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# at damp_factor of .5, it's pretty calm, but then can't overfill (expected?)
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var vel = get_linear_velocity()
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const damp_factor = 0.7
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var normal = (body.global_position - global_position).normalized()
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# reflect velocity across collision direction
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var bounced = vel.bounce(normal) # reflection
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set_linear_velocity(bounced * damp_factor)
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if body is RigidBody2D:
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body.apply_central_impulse(-bounced * damp_factor)
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@ -1,15 +1,19 @@
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class_name Model extends Node2D
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const PERIOD: int = 300
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const PERIOD: int = 20 # smaller makes droplets faster
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var CURRENT_TIME: int = 0
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var last_droplet: int = 0
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func _ready():
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pass # Replace with function body.
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func _process(delta: float):
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CURRENT_TIME += delta * 100
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if CURRENT_TIME % 100 == 0:
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print("Current time: ", str(CURRENT_TIME))
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if CURRENT_TIME - last_droplet > PERIOD:
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last_droplet = CURRENT_TIME
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# print("new droplet at time: ", str(CURRENT_TIME))
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var droplet = preload("res://scenes/droplet.tscn").instantiate()
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droplet.global_position = Vector2(100, 100)
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var shape = droplet.get_node("CollisionShape2D")
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shape.shape.radius = 5
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droplet.global_position = Vector2(450, 100)
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add_child(droplet)
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