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extends Area2D

@export var speed := 2.0
@export var projectile_speed := 3.0
@export var visibility := 320.0
@export var arrow: PackedScene
@export var fireball: PackedScene
@onready var primogemmes = get_node("../CanvasUI/UI/Primogemmes")
@onready var sfxs = [ $SfxOO, $SfxEE, $SfxOO2 ]
var sfx = 0
var character: String = "venti"
var aiming: Area2D = null


func type() -> String: return "player"


# Called when the node enters the scene tree for the first time.
func _ready() -> void:
	SignalHub.select_character.connect(select_character)
	select_character("venti")


func get_input() -> Vector2:
	var vec := Vector2.ZERO
	if Input.is_action_pressed("ui_left"): vec.x -= 1
	if Input.is_action_pressed("ui_right"): vec.x += 1
	if Input.is_action_pressed("ui_up"): vec.y -= 1
	if Input.is_action_pressed("ui_down"): vec.y += 1
	return vec


# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(_delta2: float) -> void:
	var mouse := get_local_mouse_position().normalized()
	position += mouse * speed
	position = position.clamp(Globals.LIMITS_MIN, Globals.LIMITS_MAX)
	#var color := Color()
	#color.r = randi() % 2
	#color.g = randi() % 2
	#color.b = randi() % 2
	#material.set_shader_parameter("color", color)
	var enemy = find_enemy()
	aiming = null
	if enemy != null:
		var dist := absf((position - enemy.position).length())
		if dist < visibility:
			aiming = enemy


func _on_area_entered(area: Area2D) -> void:
	match area.type():
		"coin":
			area.queue_free()
			sfxs[sfx].play()
			sfx = (sfx + 1) % len(sfxs)
			primogemmes.count += 1
			$Sprite2D.rotation_degrees += 90


func select_character(s: String) -> void:
	character = s
	match s:
		"venti":
			$Sprite2D.frame = 0
		"luigi":
			$Sprite2D.frame = 1


func find_enemy() -> Area2D:
	var closest: Area2D = null
	var closest_dist: float = 10000000000000.0
	for e in get_node("..").get_children():
		if e.has_method("type") and e.type() == "dicaprio":
			var dist := absf((position - e.position).length())
			if dist < closest_dist:
				closest_dist = dist
				closest = e
	return closest


func _on_timer_timeout() -> void:
	if aiming == null: return
	var projectile := arrow if character == "venti" else fireball
	var e: Area2D = projectile.instantiate()
	e.position = position
	var norm := (aiming.position - position).normalized()
	e.rotation = norm.angle()
	e.velocity = norm * projectile_speed
	get_node("..").add_child(e)