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- class_name Block
- extends AnimatableBody2D
- ## One arc-shaped segment of a ring around the core. Its [enum Kind] decides how it looks,
- ## how many hits it takes and what it does to the ball.
- ## Emitted when a TNT segment breaks; the rings turn it into an explosion.
- signal detonated(block: Block)
- enum Kind { NORMAL, INDESTRUCTIBLE, WATER, ICE, TNT, RUBBER, GHOST, MOSS, MAGNET }
- ## What [method strike] did, so the game can pick a sound.
- enum Hit { BROKE, DAMAGED, BLOCKED }
- const GAP := 4.0 # px between neighbouring tiles
- const CORNER := 4.0 # corner rounding radius in px
- const BREAK_SECONDS := 0.15 # fade-out time, after a short flash
- ## Per kind: first level it can appear, hits to break (0 = unbreakable) and flat colour.
- ## Normal segments get a random blue-green colour instead.
- const KINDS := {
- Kind.NORMAL: { unlock = 0, hp = 1, color = Params.COLOR_BLUE },
- Kind.INDESTRUCTIBLE: { unlock = 0, hp = 0, color = Params.COLOR_ORANGE },
- Kind.WATER: { unlock = 50, hp = 3, color = Color("#3a7bff") },
- Kind.ICE: { unlock = 100, hp = 2, color = Color("#d6f3ff") },
- Kind.TNT: { unlock = 150, hp = 1, color = Params.COLOR_PINK },
- Kind.RUBBER: { unlock = 200, hp = 2, color = Color("#ae81ff") },
- Kind.GHOST: { unlock = 250, hp = 1, color = Color("#c8c3d8") },
- Kind.MOSS: { unlock = 300, hp = 1, color = Params.COLOR_GREEN },
- Kind.MAGNET: { unlock = 350, hp = 2, color = Color("#9aa4ad") },
- }
- const WATER_STICK_SECONDS := 0.35
- const WATER_SLOWDOWN := 0.85
- const ICE_SPEEDUP := 1.08
- const RUBBER_SPEEDUP := 1.15
- const GHOST_SOLID_SECONDS := 2.0
- const GHOST_PHASED_SECONDS := 1.2
- const MOSS_REGROW_SECONDS := 8.0 # moss grows back once, this long after breaking
- const MAGNET_RADIUS := 150.0
- const MAGNET_PULL := 700.0 # px/s² at the segment, fading to 0 at MAGNET_RADIUS
- var kind := Kind.NORMAL
- var hp := 1
- var color := Params.COLOR_BLUE
- var _inner := 0.0
- var _outer := 0.0
- var _begin := 0.0
- var _end := 0.0
- var _polygon := PackedVector2Array()
- var _collision := CollisionPolygon2D.new()
- var _cracks := PackedVector2Array()
- var _ghost_clock := 0.0
- var _regrown := false
- ## 0 to 1: how far the tile is washed towards white while breaking.
- var _flash := 0.0:
- set(value):
- _flash = value
- queue_redraw()
- func _init(inner: float, outer: float, begin: float, end: float, segment_kind: Kind) -> void:
- sync_to_physics = false
- collision_layer = Params.LAYER_BLOCKS
- collision_mask = 0
- _inner = inner
- _outer = outer
- _begin = begin
- _end = end
- add_child(_collision)
- set_kind(segment_kind)
- _ghost_clock = randf() * (GHOST_SOLID_SECONDS + GHOST_PHASED_SECONDS)
- func set_kind(value: Kind) -> void:
- kind = value
- hp = KINDS[kind].hp
- if kind == Kind.NORMAL:
- color = Color8(
- int(102 * (randf() / 5.0 + 0.5)),
- int(217 * (randf() / 5.0 + 0.5)),
- int(239 * (randf() / 5.0 + 0.5)))
- else:
- color = KINDS[kind].color
- _rebuild_shape()
- set_physics_process(kind == Kind.GHOST or kind == Kind.MAGNET)
- func is_breakable() -> bool:
- return hp > 0
- ## Centre of the segment in global coordinates.
- func center() -> Vector2:
- var middle := (_begin + _end) / 2.0
- return to_global(Vector2(sin(middle), cos(middle)) * (_inner + _outer) / 2.0)
- ## A ball hit the segment. Applies the segment's effect on the ball and takes a hit.
- func strike(ball: Ball) -> Hit:
- if not is_breakable():
- if ball.superball:
- ball.superball = false
- destroy()
- return Hit.BROKE
- return Hit.BLOCKED
- if ball.fire:
- # Fire burns straight through whatever the segment is.
- hp = 1
- return damage()
- match kind:
- Kind.ICE:
- ball.velocity *= ICE_SPEEDUP
- Kind.RUBBER:
- ball.velocity *= RUBBER_SPEEDUP
- var result := damage()
- if kind == Kind.WATER and result == Hit.DAMAGED:
- ball.stick_to(self, WATER_STICK_SECONDS, WATER_SLOWDOWN)
- return result
- ## Takes one hit from anything (ball, laser, explosion). Unbreakable segments ignore it.
- func damage() -> Hit:
- if not is_breakable() or collision_layer == 0:
- return Hit.BLOCKED
- hp -= 1
- if hp > 0:
- _rebuild_shape()
- return Hit.DAMAGED
- destroy()
- return Hit.BROKE
- ## Flashes and fades out. Stops colliding right away. Moss comes back once, after a while.
- func destroy() -> void:
- collision_layer = 0
- if kind == Kind.TNT:
- detonated.emit(self)
- var tween := create_tween()
- tween.tween_property(self, "_flash", 0.8, BREAK_SECONDS / 3.0)
- tween.tween_property(self, "modulate:a", 0.0, BREAK_SECONDS)
- tween.parallel().tween_property(self, "scale", Vector2.ONE * 1.04, BREAK_SECONDS)
- if kind == Kind.MOSS and not _regrown:
- tween.tween_interval(MOSS_REGROW_SECONDS)
- tween.tween_callback(_regrow)
- else:
- tween.tween_callback(queue_free)
- func _regrow() -> void:
- _regrown = true
- hp = KINDS[kind].hp
- _flash = 0.0
- scale = Vector2.ONE * 0.6
- var tween := create_tween().set_parallel()
- tween.tween_property(self, "modulate:a", 1.0, 0.4)
- tween.tween_property(self, "scale", Vector2.ONE, 0.4)
- tween.chain().tween_callback(set.bind("collision_layer", Params.LAYER_BLOCKS))
- func _physics_process(delta: float) -> void:
- if kind == Kind.GHOST and hp > 0:
- _ghost_clock = fmod(_ghost_clock + delta, GHOST_SOLID_SECONDS + GHOST_PHASED_SECONDS)
- var solid := _ghost_clock < GHOST_SOLID_SECONDS
- collision_layer = Params.LAYER_BLOCKS if solid else 0
- modulate.a = 1.0 if solid else 0.2
- elif kind == Kind.MAGNET and collision_layer != 0:
- var here := center()
- for ball: Ball in get_tree().get_nodes_in_group("balls"):
- var offset := here - ball.global_position
- var dist := offset.length()
- if dist > 0.0 and dist < MAGNET_RADIUS:
- ball.velocity += offset / dist * MAGNET_PULL * (1.0 - dist / MAGNET_RADIUS) * delta
- ## Recomputes the drawn and collision outline. Water drains from the outside in as it is hit;
- ## ice gets cracks; other multi-hit segments darken.
- func _rebuild_shape() -> void:
- var outer := _outer
- var max_hp: int = KINDS[kind].hp
- if kind == Kind.WATER and hp < max_hp:
- outer = _inner + (_outer - _inner) * float(hp) / max_hp
- _polygon = _round_corners(_sector(_inner + GAP / 2.0, outer - GAP / 2.0, _begin, _end, GAP / 2.0))
- # Very short segments can leave a sliver too thin to split into convex pieces; skip its
- # collision rather than let Godot fail on it.
- var valid := not Geometry2D.decompose_polygon_in_convex(_polygon).is_empty()
- _collision.set_deferred("polygon", _polygon if valid else PackedVector2Array())
- _collision.set_deferred("disabled", not valid)
- _cracks = PackedVector2Array()
- if kind == Kind.ICE and hp < max_hp:
- _cracks = _crack_lines()
- queue_redraw()
- func _crack_lines() -> PackedVector2Array:
- var lines := PackedVector2Array()
- var middle := (_begin + _end) / 2.0
- var radius := (_inner + _outer) / 2.0
- var start := Vector2(sin(middle), cos(middle)) * radius
- for i in 3:
- var angle := middle + randf_range(-0.6, 0.6) * (_end - _begin) / 2.0
- var r := lerpf(_inner + GAP, _outer - GAP, randf())
- lines.append(start)
- lines.append(Vector2(sin(angle), cos(angle)) * r)
- return lines
- func _draw() -> void:
- if _polygon.size() < 3:
- return # segment too short to show at all
- var fill := color
- if hp > 0 and hp < KINDS[kind].hp and kind != Kind.WATER and kind != Kind.ICE:
- fill = fill.darkened(0.25)
- fill = fill.lerp(Color.WHITE, _flash)
- draw_colored_polygon(_polygon, fill)
- # Polygons have no antialiasing of their own; a smooth outline softens the edge.
- var outline := _polygon.duplicate()
- outline.append(_polygon[0])
- draw_polyline(outline, fill, 1.0, true)
- if not _cracks.is_empty():
- draw_multiline(_cracks, Color(0.2, 0.35, 0.45, 0.9), 1.5, true)
- ## Ring segment between two radii. [param gap] trims each side by that many pixels,
- ## so the space between neighbours has the same width at every radius. An edge too short
- ## to trim collapses to a point, turning the segment into a wedge.
- static func _sector(inner: float, outer: float, begin: float, end: float, gap: float) -> PackedVector2Array:
- var steps := maxi(2, int((end - begin) * sqrt(outer) / 1.5))
- return _trimmed_arc(outer, begin, end, gap, steps) + _trimmed_arc(inner, end, begin, -gap, steps)
- static func _trimmed_arc(radius: float, from: float, to: float, gap: float, steps: int) -> PackedVector2Array:
- var trim := gap / radius
- if (to - from - 2.0 * trim) * signf(to - from) <= 0.0:
- var middle := (from + to) / 2.0
- return PackedVector2Array([Vector2(sin(middle), cos(middle)) * radius])
- return _arc(radius, from + trim, to - trim, steps)
- ## Shrinks then regrows the polygon with round joins, which rounds its corners.
- static func _round_corners(polygon: PackedVector2Array) -> PackedVector2Array:
- var shrunk := Geometry2D.offset_polygon(polygon, -CORNER)
- if shrunk.is_empty():
- return polygon
- var rounded := Geometry2D.offset_polygon(shrunk[0], CORNER, Geometry2D.JOIN_ROUND)
- return polygon if rounded.is_empty() else _without_duplicates(rounded[0])
- ## offset_polygon can emit repeated points; zero-length edges break convex decomposition.
- static func _without_duplicates(polygon: PackedVector2Array) -> PackedVector2Array:
- var result := PackedVector2Array()
- for point in polygon:
- if result.is_empty() or not point.is_equal_approx(result[-1]):
- result.append(point)
- if result.size() > 1 and result[0].is_equal_approx(result[-1]):
- result.remove_at(result.size() - 1)
- return result
- static func _arc(radius: float, from: float, to: float, steps: int) -> PackedVector2Array:
- var points := PackedVector2Array()
- for i in steps + 1:
- var angle := lerpf(from, to, float(i) / steps)
- points.append(Vector2(sin(angle), cos(angle)) * radius)
- return points
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