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extends Entity
# Cube Layout:
# 0
# 1
# 5 3
# 4
# 2
# Cardinals
# 0
# 1 3
# 2
const chart_side = [
[4, 2, 1, 3],
[0, 2, 5, 3],
[4, 5, 1, 0],
[1, 5, 4, 0],
[3, 5, 2, 0],
[1, 2, 4, 3],
]
const chart_spin = [
[3, 0, 0, 2],
[0, 1, 0, 1],
[0, 2, 3, 0],
[3, 0, 0, 2],
[0, 1, 0, 1],
[0, 2, 3, 0],
]
onready var mesh = $Mesh
var symbols = ['1', '3', '5', '2', '4', '6']
var side = 0
var spin = 0
func get_top():
return symbols[side]
func set_bottom(symbol : String):
symbols[5 - side] = symbol
func roll(direction : Vector2):
var cardinal = (get_cardinal(-direction) - spin) % 4
spin = chart_spin[side][cardinal] + spin
side = chart_side[side][cardinal]
func get_cardinal(direction: Vector2):
if direction.y > 0:
return 0
if direction.x < 0:
return 1
if direction.y < 0:
return 2
if direction.x > 0:
return 3
func get_upper_face():
return get_top()
func cor_move(args : Array): # args = [Vector3]
var pos_a = translation
var pos_b = args[0]
var dir = pos_b - pos_a
var basis_a = mesh.transform.basis
var basis_b = basis_a.rotated(Vector3(dir.z, 0, -dir.x), PI / 2)
var duration = 0.2
var time = 0
while true:
time = min(time + get_process_delta_time(), duration)
var weight = time / duration
translation = pos_a + dir * weight
mesh.transform.basis = basis_a.slerp(basis_b, weight)
mesh.translation = Vector3(0, 0.5 + sin(weight * PI) / 4, 0)
if time >= duration:
break
yield(get_tree(), "idle_frame")
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