Tough_Crowd/godot/scenes/crowd/person.gd

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class_name AudienceMember
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extends Node2D
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@export var mood : float = 0.
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@export_enum("blue", "green", "red") var color
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@export var head : Node2D
@export var face : Node2D
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@export var body : Node2D
@export var body_shape : Node2D
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@export var profile : AudienceProfile
@export_enum("angry", "neutral", "happy", "laugh") var expression
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var known_faces : Array[String] = [
"res://scenes/faces/face_curly.tscn",
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"res://scenes/faces/face_jenny.tscn",
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"res://scenes/faces/face_moritz.tscn",
"res://scenes/faces/face_ronald.tscn",
# Add more scenes as needed
]
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var known_bodies = {
"blue" : [
"res://scenes/bodies/body_blue_1.tscn",
"res://scenes/bodies/body_blue_2.tscn",
"res://scenes/bodies/body_blue_3.tscn",
# Add more scenes as needed
],
"green" : [
"res://scenes/bodies/body_green_1.tscn",
"res://scenes/bodies/body_green_2.tscn",
"res://scenes/bodies/body_green_3.tscn",
# Add more scenes as needed
],
"red" : [
"res://scenes/bodies/body_red_1.tscn",
"res://scenes/bodies/body_red_2.tscn",
"res://scenes/bodies/body_red_3.tscn",
# Add more scenes as needed
],
}
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const laughter_duration : float = 2. # seconds
const laughter_bobs : int = 4
var laughter_left : float = 0.
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# Called when the node enters the scene tree for the first time.
func _ready():
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laughter_left = 0.
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mood = randf_range(profile.lashout_threshold, profile.happy_threshold)
update_expression()
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if body_shape == null:
set_random_body(color)
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if face == null:
set_random_face()
# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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if laughter_left >= 0:
laughter_left -= delta
if mood > profile.happy_threshold * .5:
mood -= profile.happiness_decay * delta
elif mood < profile.lashout_threshold * .9:
mood += profile.lashout_decay * delta
if mood < -9.9:
throw_bottle()
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update_expression()
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func _input(event):
var just_pressed = event.is_pressed() and not event.is_echo()
if just_pressed and OS.is_debug_build():
if Input.is_key_pressed(KEY_SPACE):
update_mood(1.)
elif Input.is_key_pressed(KEY_ENTER):
update_mood(-1.)
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func hear_joke():
var change = randf_range(-3., 3.)
update_mood(change)
func update_mood(change: float):
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if mood > profile.happy_threshold and change > 0 and laughter_left <= 0:
laughter_left = laughter_duration
# bob head
var tween = get_tree().create_tween().bind_node(self).set_loops(laughter_bobs)
var bob_duration = laughter_duration / laughter_bobs / 2
tween.tween_property(face, "position", Vector2.UP * 20, bob_duration).set_delay(randf_range(0, bob_duration))
tween.tween_property(face, "position", Vector2.ZERO, bob_duration)
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mood += change
func update_expression():
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if laughter_left > 0:
expression = "laugh"
elif mood > profile.happy_threshold:
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expression = "happy"
elif mood < profile.angry_threshold:
expression = "angry"
else:
expression = "neutral"
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func set_random_body(for_color):
if str(for_color) not in known_bodies:
var keys = known_bodies.keys()
for_color = keys[randi() % keys.size()]
print(keys.size())
var body_path = known_bodies[for_color][randi() % known_bodies[for_color].size()]
var body_res = load(body_path)
body_shape = body_res.instantiate()
body.add_child(body_shape)
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func set_random_face():
var face_res = load(known_faces[randi() % known_faces.size()])
face = face_res.instantiate()
head.add_child(face)
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func on_joke(joke: Joke):
pass
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func throw_bottle():
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mood += 2.0
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var bottle_scene = preload("res://scenes/objects/bottle.tscn")
var bottle = bottle_scene.instantiate()
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add_child(bottle);