Files
2D-Beatsaber-game/game/Objects/Cube.gd

66 lines
1.8 KiB
GDScript

extends Area2D
@export var cubeHeight = 364
@export var cursor_path: NodePath
@onready var cursor = get_node(cursor_path)
@onready var mesh_instance: MeshInstance2D = $MeshInstance2D
@onready var line = $Vector/Line2D
@onready var shape: CollisionShape2D = $HitBox
@onready var red_line = $Vector/CursorVector
@onready var green_line = $Vector/Top
@onready var pink_line = $Vector/Mid
var cube_top_center: Vector2
var CorrectHit = false
var TopScore = 0
var MidScore = 0
var BotScore = 0
@onready var area_direction
@onready var body_direction
var sliced = false
func _ready():
var shape_size = Vector2.ZERO
if shape.shape is RectangleShape2D:
shape_size = shape.shape.extents * 2 # extents are half-size
elif shape.shape is CapsuleShape2D:
shape_size = Vector2(shape.shape.radius * 2, shape.shape.height)
# Add other shape types as needed
# Now use actual height
var cube_height = shape_size.y
func _on_area_entered(area: Area2D) -> void:
if area.name != "Cursor":
return
area_direction = -area.global_transform.y.normalized()
body_direction = -self.global_transform.y.normalized()
var local_pos = to_local(area.global_position)
var side_offset = local_pos.y # this is the offset *perpendicular* to Area2D's facing
var alignment = area_direction.dot(body_direction)
if abs(side_offset) < 5:
print("Hit near center Top", " ", alignment)
elif side_offset < 0:
print("Hit to the LEFT Side, offset:", side_offset, " ", alignment)
else:
print("Hit to the RIGHT Side, offset:", side_offset, " ", alignment)
func get_closest_point_on_line(line_origin: Vector2, line_dir: Vector2, point: Vector2) -> Vector2:
# Projects point onto the infinite line defined by (line_origin, line_dir)
var v = point - line_origin
var d = v.dot(line_dir)
return line_origin + line_dir * d