Files
stickman/scripts/prop_block.gd
ryan 043f114083 Implement interactive prop handling for StickmanRig
- Added PropTrajectory class for deterministic ballistic calculations.
- Introduced StickmanPropInteraction component to manage prop interactions (pickup, drop, throw).
- Implemented grip resolution and attachment logic for props.
- Added signals for interaction events (prop_picked_up, prop_dropped, prop_thrown).
- Defined specifications for prop interaction lifecycle and event rules.
- Ensured compatibility with existing prop systems and added new capabilities for prop pickup.
2026-09-23 21:26:13 -04:00

407 lines
14 KiB
GDScript

@tool
class_name PropBlock
extends RigidBody2D
## PropBlock - Reusable dynamic vector prop (RigidBody2D).
##
## A root RigidBody2D with three children built in code — a Polygon2D (interior
## fill), a Line2D (crisp vector outline, round joints/caps), and a collision
## node: a CollisionPolygon2D with BUILD_SOLIDS for polygon props, or a
## CollisionShape2D with a CircleShape2D for circle props. Fully @tool: exported
## properties update the children live. A material preset selector sets mass,
## friction/bounce (PhysicsMaterial), and themed visuals.
const PropVisuals := preload("res://scripts/prop_visuals.gd")
const PropAnchorData := preload("res://scripts/prop_anchor_data.gd")
# ---------------------------------------------------------------------------
# Enums
# ---------------------------------------------------------------------------
enum ShapeType { POLYGON, CIRCLE }
enum MaterialPreset { NONE, WOOD, RUBBER, CARDBOARD, METAL }
## Stable library provenance used by Sandbox Stage scene files.
var spawn_id: String = ""
## Runtime interaction metadata. Both values are additive so existing scenes
## and built-in templates remain pickup-enabled.
var can_be_picked_up: bool = true
var anchors: Dictionary = PropAnchorData.default_anchors()
var held_by_instance_id: int = 0
# ---------------------------------------------------------------------------
# Child node names
# ---------------------------------------------------------------------------
const POLYGON_NODE_NAME := "Polygon2D"
const OUTLINE_NODE_NAME := "Outline"
const COLLISION_POLYGON_NODE_NAME := "CollisionPolygon2D"
const COLLISION_SHAPE_NODE_NAME := "CollisionShape2D"
## Segment count for the generated circle polygon/outline.
const CIRCLE_SEGMENTS: int = 48
const DEFAULT_FILL_COLOR := Color(0.55, 0.35, 0.15, 1.0)
const DEFAULT_OUTLINE_COLOR := Color(0.15, 0.08, 0.02, 1.0)
const DEFAULT_OUTLINE_WIDTH: float = 2.0
const MAX_CONTACTS_REPORTED := 32
# ---------------------------------------------------------------------------
# Exported properties
# ---------------------------------------------------------------------------
@export_enum("Polygon", "Circle") var shape_type: int = ShapeType.POLYGON:
set(value):
shape_type = value
_apply_shape()
@export var polygon_points: PackedVector2Array = PackedVector2Array():
set(value):
polygon_points = value
if shape_type == ShapeType.POLYGON:
_apply_polygon_geometry()
@export var radius: float = 32.0:
set(value):
radius = value
if shape_type == ShapeType.CIRCLE:
_apply_circle_geometry()
@export var fill_color: Color = DEFAULT_FILL_COLOR:
set(value):
fill_color = value
if _polygon != null:
_polygon.color = value
@export var outline_color: Color = DEFAULT_OUTLINE_COLOR:
set(value):
outline_color = value
if _outline != null:
_outline.default_color = value
@export var outline_width: float = DEFAULT_OUTLINE_WIDTH:
set(value):
outline_width = value
if _outline != null:
_outline.width = value
@export_enum("None", "Wood", "Rubber", "Cardboard", "Metal") var material_preset: int = MaterialPreset.NONE:
set(value):
material_preset = value
_apply_material_preset()
# ---------------------------------------------------------------------------
# Internal node references (built in _ready, @tool-safe)
# ---------------------------------------------------------------------------
var _polygon: Polygon2D
var _outline: Line2D
var _collision_polygon: CollisionPolygon2D
var _collision_shape: CollisionShape2D
var _circle_shape: CircleShape2D
var _custom_shapes: bool = false
var _visual_local_bounds := Rect2()
var _custom_collision_hull: PackedVector2Array = PackedVector2Array()
var _play_instance_scale: Vector2 = Vector2.ONE
var _play_scale_active: bool = false
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
## Emitted when this prop's body makes contact with another physics body.
## `other` is the body that entered contact (Phase 4 trigger source).
signal collided(other: Node, contact_normal: Vector2, contact_position: Vector2)
signal separated(other: Node)
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
_ensure_children()
_apply_shape()
_apply_style()
# Enable contact reporting so the body_entered signal fires (Phase 4).
contact_monitor = true
max_contacts_reported = MAX_CONTACTS_REPORTED
continuous_cd = RigidBody2D.CCD_MODE_CAST_SHAPE
if not body_entered.is_connected(_on_body_entered):
body_entered.connect(_on_body_entered)
if not body_exited.is_connected(_on_body_exited):
body_exited.connect(_on_body_exited)
func _on_body_entered(body: Node) -> void:
var center: Vector2 = (body as Node2D).global_position if body is Node2D else global_position
var normal: Vector2 = (center - global_position).normalized()
var position: Vector2 = global_position
var direct_state := PhysicsServer2D.body_get_direct_state(get_rid())
if direct_state != null:
for index: int in direct_state.get_contact_count():
if direct_state.get_contact_collider_id(index) == body.get_instance_id():
var reported: Vector2 = direct_state.get_contact_local_normal(index)
if not reported.is_zero_approx():
normal = reported.normalized()
if normal.dot(center - global_position) < 0.0:
normal = -normal
position = direct_state.get_contact_local_position(index)
break
collided.emit(body, normal, position)
func _on_body_exited(body: Node) -> void:
separated.emit(body)
# ---------------------------------------------------------------------------
# Internal build / apply
# ---------------------------------------------------------------------------
func _ensure_children() -> void:
_polygon = get_node_or_null(NodePath(POLYGON_NODE_NAME)) as Polygon2D
if _polygon == null:
_polygon = Polygon2D.new()
_polygon.name = POLYGON_NODE_NAME
add_child(_polygon)
_outline = get_node_or_null(NodePath(OUTLINE_NODE_NAME)) as Line2D
if _outline == null:
_outline = Line2D.new()
_outline.name = OUTLINE_NODE_NAME
_outline.joint_mode = Line2D.LINE_JOINT_ROUND
_outline.begin_cap_mode = Line2D.LINE_CAP_ROUND
_outline.end_cap_mode = Line2D.LINE_CAP_ROUND
add_child(_outline)
_collision_polygon = get_node_or_null(NodePath(COLLISION_POLYGON_NODE_NAME)) as CollisionPolygon2D
if _collision_polygon == null:
_collision_polygon = CollisionPolygon2D.new()
_collision_polygon.name = COLLISION_POLYGON_NODE_NAME
_collision_polygon.build_mode = CollisionPolygon2D.BUILD_SOLIDS
add_child(_collision_polygon)
_collision_shape = get_node_or_null(NodePath(COLLISION_SHAPE_NODE_NAME)) as CollisionShape2D
if _collision_shape == null:
_collision_shape = CollisionShape2D.new()
_collision_shape.name = COLLISION_SHAPE_NODE_NAME
_circle_shape = CircleShape2D.new()
_circle_shape.radius = radius
_collision_shape.shape = _circle_shape
add_child(_collision_shape)
else:
# A pre-existing collision shape (e.g. persisted in a scene) may already
# hold a circle shape; reuse it so radius updates keep working.
_circle_shape = _collision_shape.shape as CircleShape2D
func _apply_shape() -> void:
if shape_type == ShapeType.CIRCLE:
_apply_circle_geometry()
_set_collision_polygon_enabled(false)
_set_collision_shape_enabled(true)
else:
_apply_polygon_geometry()
_set_collision_polygon_enabled(true)
_set_collision_shape_enabled(false)
func _apply_polygon_geometry() -> void:
if _polygon != null:
_polygon.polygon = polygon_points
if _collision_polygon != null:
_collision_polygon.polygon = polygon_points if polygon_points.size() >= 3 else PackedVector2Array()
if _outline != null:
var outline_points := polygon_points.duplicate()
if not outline_points.is_empty():
outline_points.append(polygon_points[0])
_outline.points = outline_points
func _apply_circle_geometry() -> void:
var loop := PackedVector2Array()
for i: int in CIRCLE_SEGMENTS:
var angle: float = TAU * float(i) / float(CIRCLE_SEGMENTS)
loop.append(Vector2(cos(angle), sin(angle)) * radius)
if _polygon != null:
_polygon.polygon = loop
if _outline != null:
var outline_points := loop.duplicate()
if not outline_points.is_empty():
outline_points.append(loop[0])
_outline.points = outline_points
if _circle_shape != null:
_circle_shape.radius = radius
func _set_collision_polygon_enabled(enabled: bool) -> void:
if _collision_polygon != null:
_collision_polygon.disabled = not enabled
func _set_collision_shape_enabled(enabled: bool) -> void:
if _collision_shape != null:
_collision_shape.disabled = not enabled
func _apply_style() -> void:
if _polygon != null:
_polygon.color = fill_color
if _outline != null:
_outline.default_color = outline_color
_outline.width = outline_width
func _apply_material_preset() -> void:
mass = mass_for(material_preset)
physics_material_override = physics_material(material_preset)
if not _custom_shapes and material_preset != MaterialPreset.NONE:
fill_color = tint_for(material_preset)
outline_color = tint_for(material_preset).darkened(0.55)
func set_custom_shapes(shapes: Array[Dictionary], collision_hull: PackedVector2Array) -> void:
_ensure_children()
_custom_shapes = true
_polygon.visible = false
_outline.visible = false
_set_collision_shape_enabled(false)
_set_collision_polygon_enabled(true)
_custom_collision_hull = collision_hull.duplicate()
_collision_polygon.polygon = _custom_collision_hull
var visuals := get_node_or_null(NodePath("Visuals")) as Node2D
if visuals == null:
visuals = Node2D.new(); visuals.name = "Visuals"; add_child(visuals)
for child: Node in visuals.get_children(): child.queue_free()
_visual_local_bounds = PropVisuals.build(visuals, shapes)
_apply_material_preset()
func has_custom_shapes() -> bool:
return _custom_shapes
func get_visual_local_bounds() -> Rect2:
if _custom_shapes:
return _visual_local_bounds
if shape_type == ShapeType.CIRCLE:
return Rect2(Vector2.ONE * -radius, Vector2.ONE * radius * 2.0)
if not polygon_points.is_empty():
var bounds: Rect2 = Rect2(polygon_points[0], Vector2.ZERO)
for point: Vector2 in polygon_points:
bounds = bounds.expand(point)
return bounds
return Rect2()
## RigidBody2D transforms do not reliably retain scale during simulation. Move
## the authored uniform scale into child visuals and collision geometry for
## PLAY, then restore the root scale on return to EDIT for scene persistence.
func begin_play_instance_scale() -> void:
if _play_scale_active:
return
_play_instance_scale = scale
if _play_instance_scale.is_equal_approx(Vector2.ONE):
return
_play_scale_active = true
scale = Vector2.ONE
_apply_play_scale()
func end_play_instance_scale() -> void:
if not _play_scale_active:
return
_play_scale_active = false
_set_visual_scale(Vector2.ONE)
_apply_shape()
if _custom_shapes and _collision_polygon != null:
_collision_polygon.polygon = _custom_collision_hull
scale = _play_instance_scale
func _apply_play_scale() -> void:
_set_visual_scale(_play_instance_scale)
if _custom_shapes:
if _collision_polygon != null:
_collision_polygon.polygon = _scaled_points(_custom_collision_hull, _play_instance_scale)
return
if shape_type == ShapeType.CIRCLE:
# A non-uniform legacy instance scale makes an ellipse. Use the generated
# polygon hull while simulating so collision follows both axes exactly.
if _collision_polygon != null:
_collision_polygon.polygon = _scaled_points(_circle_loop(), _play_instance_scale)
_set_collision_shape_enabled(false)
_set_collision_polygon_enabled(true)
elif _collision_polygon != null:
_collision_polygon.polygon = _scaled_points(polygon_points, _play_instance_scale)
func _set_visual_scale(value: Vector2) -> void:
if _polygon != null:
_polygon.scale = value
if _outline != null:
_outline.scale = value
var visuals: Node2D = get_node_or_null(NodePath("Visuals")) as Node2D
if visuals != null:
visuals.scale = value
func _scaled_points(points: PackedVector2Array, value: Vector2) -> PackedVector2Array:
var result: PackedVector2Array = PackedVector2Array()
for point: Vector2 in points:
result.append(point * value)
return result
func _circle_loop() -> PackedVector2Array:
var result: PackedVector2Array = PackedVector2Array()
for index: int in CIRCLE_SEGMENTS:
var angle: float = TAU * float(index) / float(CIRCLE_SEGMENTS)
result.append(Vector2(cos(angle), sin(angle)) * radius)
return result
# ---------------------------------------------------------------------------
# Static preset factories
# ---------------------------------------------------------------------------
static func physics_material(preset: int) -> PhysicsMaterial:
var mat := PhysicsMaterial.new()
match preset:
MaterialPreset.WOOD:
mat.friction = 0.6
mat.bounce = 0.1
MaterialPreset.RUBBER:
mat.friction = 0.9
mat.bounce = 0.85
MaterialPreset.CARDBOARD:
mat.friction = 0.3
mat.bounce = 0.05
MaterialPreset.METAL:
mat.friction = 0.9
mat.bounce = 0.0
_:
mat.friction = 0.5
mat.bounce = 0.05
return mat
static func mass_for(preset: int) -> float:
match preset:
MaterialPreset.WOOD:
return 3.0
MaterialPreset.RUBBER:
return 0.5
MaterialPreset.CARDBOARD:
return 0.4
MaterialPreset.METAL:
return 8.0
_:
return 1.0
static func tint_for(preset: int) -> Color:
match preset:
MaterialPreset.WOOD:
return Color(0.55, 0.38, 0.2, 1.0)
MaterialPreset.RUBBER:
return Color(0.9, 0.2, 0.2, 1.0)
MaterialPreset.CARDBOARD:
return Color(0.85, 0.72, 0.45, 1.0)
MaterialPreset.METAL:
return Color(0.5, 0.55, 0.6, 1.0)
_:
return DEFAULT_FILL_COLOR