feat: Flying Tutorial Prompts, Tutorial State, Cam fix
A small frog fix, for jump height. Better screen size detection for the camera
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assets/effects/pixelDissolve.gdshader
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45
assets/effects/pixelDissolve.gdshader
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@ -0,0 +1,45 @@
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shader_type canvas_item;
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uniform sampler2D noise_tex_normal;
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uniform sampler2D noise_tex;
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uniform float progress : hint_range(0.0, 1.0);
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uniform float scale : hint_range(0.0, 100.0);
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uniform float strength = 1.0;
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// If your sprite doesn't have enough space and the explosion gets clipped,
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// you can uncomment this and adjust the scale
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void vertex() {
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VERTEX *= scale;
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UV *= scale;
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UV -= (scale - 1.0) / 2.0;
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}
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void fragment() {
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vec2 direction = texture(noise_tex_normal, UV).xy; // We're using normal map as direction
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direction -= 0.5; // Since our normal map is a texture, it ranges from 0.0 to 1.0...
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direction *= 2.0; // ...so we're going to make it range from -1.0 to 1.0.
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direction = direction * strength * progress;
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// UV for exploded texture
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vec2 tex_size = 1.0 / TEXTURE_PIXEL_SIZE; // Real texture size in pixels
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vec2 uv = floor(UV * tex_size) / (tex_size - 1.0); // Pixelate UV to snap pixels
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uv = uv - direction; // Distort UV
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// Texture with exploded UV
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vec4 tex = texture(TEXTURE, uv);
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// Dissolve alpha
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float dissolve = texture(noise_tex, UV).x;
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dissolve = step(progress, dissolve);
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tex.a *= dissolve;
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// Border (in case the edge of your sprite stretches, otherwise you can remove this block)
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vec2 border_uv = uv * 2.0 - 1.0;
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border_uv = clamp(abs(border_uv), 0.0, 1.0);
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float border = max(border_uv.x, border_uv.y);
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border = ceil(1.0 - border);
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tex.a *= border;
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COLOR = tex;
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}
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13
assets/effects/pixelDissolve.tres
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assets/effects/pixelDissolve.tres
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@ -0,0 +1,13 @@
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[gd_resource type="ShaderMaterial" load_steps=3 format=2]
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[ext_resource path="res://assets/effects/pixelDissolve.gdshader" type="Shader" id=1]
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[ext_resource path="res://assets/effects/noise.png" type="Texture" id=2]
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[resource]
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resource_local_to_scene = true
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shader = ExtResource( 1 )
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shader_param/progress = 0.0
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shader_param/scale = 1.0
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shader_param/strength = 1.0
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shader_param/noise_tex_normal = ExtResource( 2 )
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shader_param/noise_tex = ExtResource( 2 )
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@ -261,6 +261,7 @@ ui_click={
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2d_physics/layer_7="finnemajig"
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2d_physics/layer_8="dropThrough"
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2d_physics/layer_9="food"
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2d_physics/layer_10="dynamicUI"
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[physics]
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@ -275,6 +276,7 @@ quality/intended_usage/framebuffer_allocation=0
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quality/intended_usage/framebuffer_allocation.mobile=0
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2d/snapping/use_gpu_pixel_snap=true
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threads/thread_model=2
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quality/depth/hdr=false
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environment/default_environment="res://default_env.tres"
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quality/2d/use_pixel_snap=true
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environment/2d/use_nvidia_rect_flicker_workaround=true
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@ -3201,6 +3201,7 @@ tracks/10/keys = {
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[sub_resource type="Animation" id=9]
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length = 0.5
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loop = true
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step = 0.05
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tracks/0/type = "value"
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tracks/0/path = NodePath(".:frame")
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tracks/0/interp = 1
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@ -3328,10 +3329,10 @@ tracks/10/loop_wrap = true
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tracks/10/imported = false
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tracks/10/enabled = true
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tracks/10/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"times": PoolRealArray( 0, 0.25, 0.5 ),
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"transitions": PoolRealArray( 1, 1, 1 ),
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"update": 0,
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"values": [ Vector2( 1, 1 ) ]
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"values": [ Vector2( 1, 1 ), Vector2( 1, 1 ), Vector2( 1, 1 ) ]
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}
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[sub_resource type="Animation" id=99]
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@ -3474,6 +3475,7 @@ tracks/10/keys = {
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[sub_resource type="Animation" id=73]
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length = 0.15
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loop = true
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step = 0.01
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tracks/0/type = "value"
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tracks/0/path = NodePath(".:frame")
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tracks/0/interp = 1
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@ -3601,16 +3603,17 @@ tracks/10/loop_wrap = true
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tracks/10/imported = false
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tracks/10/enabled = true
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tracks/10/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"times": PoolRealArray( 0, 0.07 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ Vector2( 1, 1 ) ]
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"values": [ Vector2( 1, 1 ), Vector2( 1.3, 1 ) ]
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}
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[sub_resource type="Animation" id=101]
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resource_name = "wallslideToJumpRight"
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length = 0.15
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loop = true
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step = 0.01
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tracks/0/type = "value"
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tracks/0/path = NodePath(".:frame")
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tracks/0/interp = 1
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@ -3738,10 +3741,10 @@ tracks/10/loop_wrap = true
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tracks/10/imported = false
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tracks/10/enabled = true
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tracks/10/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"times": PoolRealArray( 0, 0.08 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ Vector2( -1, 1 ) ]
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"values": [ Vector2( -1, 1 ), Vector2( -1.3, 1 ) ]
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}
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[sub_resource type="Animation" id=74]
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@ -17,7 +17,7 @@ var target_offset: Vector2 = Vector2(0,0)
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export var camera_horizontal_shift = 60
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export var offset_reset_seconds := 1
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export var offset_adapt_seconds := 1
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export var offset_input_seconds := 0.618
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export var offset_input_seconds := 0.618 * 2
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onready var levelState := $"%LevelState"
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onready var signalManager := $"%SignalManager"
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@ -35,7 +35,8 @@ var texture = ImageTexture.new()
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var prev_pos: Vector2
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var camera_state := "centered"
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var screen_rect = Vector2(ProjectSettings.get_setting("display/window/size/width") * zoom.x, ProjectSettings.get_setting("display/window/size/height") * zoom.y )
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var screen_rect = Vector2()
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var old_screen_rect = Vector2(ProjectSettings.get_setting("display/window/size/width") * zoom.x, ProjectSettings.get_setting("display/window/size/height") * zoom.y )
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var screen_center = Vector2()
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var screen_bottom = Vector2()
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var screen_top = Vector2()
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@ -45,206 +46,215 @@ var screen_right = Vector2()
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# Gets the camera limits from the tilemap of the level
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# Requires "TileMap" to be a sibling of blobby
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func _ready():
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_set_boundaries()
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self.position = blobby.global_position
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image.create(128, 2, false, Image.FORMAT_RGBAH)
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# TODO Test Performance
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_update_lighting_shader()
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# TODO Trigger when needed
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signalManager.connect("terminal_activated", self, "_on_SignalManager_terminal_activated")
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signalManager.connect("player_died", self, "_death_cam")
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_set_boundaries()
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get_tree().get_root().connect("size_changed", self, "_set_boundaries")
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self.position = blobby.global_position
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image.create(128, 2, false, Image.FORMAT_RGBAH)
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# TODO Test Performance
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_update_lighting_shader()
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# TODO Trigger when needed
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signalManager.connect("terminal_activated", self, "_on_SignalManager_terminal_activated")
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signalManager.connect("player_died", self, "_death_cam")
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func _on_SignalManager_terminal_activated(animation_number: int = 0):
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get_node("LightAnimationPlayer").play("Pulsing")
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get_node("LightAnimationPlayer").play("Pulsing")
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#func _draw():
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# draw_line(Vector2((limit_left - position.x), screen_center.y), screen_left, Color(255, 0, 0), 1)
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func _process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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# update()
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screen_center = (get_camera_screen_center() - position)
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screen_bottom = screen_center + Vector2(0, screen_rect.y/2)
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screen_top = screen_center - Vector2(0, screen_rect.y/2)
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screen_left = screen_center - Vector2(screen_rect.x/2, 0)
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screen_right = screen_center + Vector2(screen_rect.x/2, 0)
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var was_adjusted := false
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if(!levelState.is_dead):
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was_adjusted = _adjust_offset(delta)
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screen_center = (get_camera_screen_center() - position)
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screen_bottom = screen_center + Vector2(0, screen_rect.y/2)
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screen_top = screen_center - Vector2(0, screen_rect.y/2)
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screen_left = screen_center - Vector2(screen_rect.x/2, 0)
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screen_right = screen_center + Vector2(screen_rect.x/2, 0)
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var was_adjusted := false
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if(!levelState.is_dead):
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was_adjusted = _adjust_offset(delta)
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if(anim_player.is_playing() || was_adjusted):
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position = blobby.position
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prev_pos = position
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_update_lighting_shader()
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return
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var player_vel = (blobby.position - prev_pos)/delta
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# TODO Take average of velocity here
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if(abs(player_vel.x) >= blobby.max_velocity["walk"] * 0.97
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&& (sign(player_vel.x) == sign(target_offset.x) || target_offset.x == 0)):
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if(player_vel.x > 0):
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right_move_time += delta
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left_move_time = max(0, left_move_time - delta)
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slow_time = max(0, slow_time - delta)
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else:
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left_move_time += delta
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right_move_time = max(0, right_move_time - delta)
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slow_time = max(0, slow_time - delta)
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elif(abs(player_vel.x) <= blobby.max_velocity["walk"] * 0.9
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|| sign(player_vel.x) != sign(target_offset.x) || target_offset.x == 0):
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slow_time += delta
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left_move_time = max(0, left_move_time - delta)
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right_move_time = max(0, right_move_time - delta)
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if(anim_player.is_playing() || was_adjusted):
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position = blobby.position
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prev_pos = position
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_update_lighting_shader()
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return
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var player_vel = (blobby.position - prev_pos)/delta
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# TODO Take average of velocity here
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if(abs(player_vel.x) >= blobby.max_velocity["walk"] * 0.97
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&& (sign(player_vel.x) == sign(target_offset.x) || target_offset.x == 0)):
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if(player_vel.x > 0):
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right_move_time += delta
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left_move_time = max(0, left_move_time - delta)
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slow_time = max(0, slow_time - delta)
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else:
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left_move_time += delta
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right_move_time = max(0, right_move_time - delta)
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slow_time = max(0, slow_time - delta)
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elif(abs(player_vel.x) <= blobby.max_velocity["walk"] * 0.9
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|| sign(player_vel.x) != sign(target_offset.x) || target_offset.x == 0):
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slow_time += delta
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left_move_time = max(0, left_move_time - delta)
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right_move_time = max(0, right_move_time - delta)
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_adapt_to_movement(player_vel)
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if abs(player_vel.x) <= blobby.max_velocity["walk"] * 0.9:
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_adapt_to_input(player_vel, delta)
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position = blobby.position
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prev_pos = position
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_update_lighting_shader()
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_adapt_to_movement(player_vel)
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if abs(player_vel.x) <= blobby.max_velocity["walk"] * 0.9:
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_adapt_to_input(player_vel, delta)
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position = blobby.position
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prev_pos = position
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_update_lighting_shader()
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# TODO This has to be redone when the screen is resized in any way
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# Otherwise the boundaries will not be correct anymore
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func _set_boundaries():
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# This is ok, because it only happens on initialization
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# But it is also quite fickle
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var tilemap = get_node("./%TileMap")
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# TODO: This goes wrong when overwriting old tiles with new sprites
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# New pngs -> completely new tiles and rebuild map
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var rect = tilemap.get_used_rect()
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var cell_size = tilemap.cell_size
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# TODO +2 is fixed for camera issue in adjust horizontal
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limit_right = rect.end.x * cell_size.x - 8
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limit_left = rect.position.x * cell_size.x + 8
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limit_top = rect.position.y * cell_size.y + 8
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limit_bottom = rect.end.y * cell_size.y - 8
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original_limit_left = limit_left
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original_limit_right = limit_right
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original_limit_top = limit_top
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original_limit_bottom = limit_bottom
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var screen_size = get_viewport_rect()
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var h_pixels = limit_right - limit_left
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var v_pixels = limit_bottom - limit_top
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# TODO: Fix that it can zoom both?
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if screen_size.end.x * original_x_zoom - h_pixels > 0:
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zoom.x = h_pixels / screen_size.end.x
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zoom.y = zoom.x
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if screen_size.end.y * original_y_zoom - v_pixels > 0:
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zoom.y = v_pixels / screen_size.end.y
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zoom.x = zoom.y
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screen_rect = get_viewport_rect().size
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screen_rect.x *= zoom.x
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screen_rect.y *= zoom.y
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original_x_zoom = zoom.x
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original_y_zoom = zoom.y
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# This is ok, because it only happens on initialization
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# But it is also quite fickle
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var tilemap = get_node("./%TileMap")
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# TODO: This goes wrong when overwriting old tiles with new sprites
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# New pngs -> completely new tiles and rebuild map
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var rect = tilemap.get_used_rect()
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var cell_size = tilemap.cell_size
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# TODO is fixed for camera issue in adjust horizontal
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limit_right = rect.end.x * cell_size.x - 6
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limit_left = rect.position.x * cell_size.x + 6
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limit_top = rect.position.y * cell_size.y + 6
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limit_bottom = rect.end.y * cell_size.y - 6
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original_limit_left = limit_left
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original_limit_right = limit_right
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original_limit_top = limit_top
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original_limit_bottom = limit_bottom
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var screen_size = get_viewport_rect()
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var h_pixels = limit_right - limit_left
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var v_pixels = limit_bottom - limit_top
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# TODO: Fix that it can zoom both?
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if screen_size.end.x * original_x_zoom - h_pixels > 0:
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zoom.x = h_pixels / screen_size.end.x
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zoom.y = zoom.x
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if screen_size.end.y * original_y_zoom - v_pixels > 0:
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zoom.y = v_pixels / screen_size.end.y
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zoom.x = zoom.y
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# Smoothing the camera limits in godot ruins something
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func _adapt_to_movement(velocity: Vector2) -> void:
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var offset_track
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var center = get_camera_screen_center()
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var left_edge_pos = center.x - screen_rect.x/2 + camera_horizontal_shift
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var right_edge_pos = center.x + screen_rect.x/2 - camera_horizontal_shift
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if(left_move_time >= offset_adapt_seconds && !anim_player.is_playing()):
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left_move_time = 0
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target_offset.x = -camera_horizontal_shift
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if(offset == target_offset):
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return
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offset_track = shiftLeft.find_track(".:offset")
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shiftLeft.track_set_key_value(offset_track, 0, offset)
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shiftLeft.track_set_key_value(offset_track, 1, target_offset)
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camera_state = "shiftedLeft"
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anim_player.play("shiftingLeft")
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elif(right_move_time >= offset_adapt_seconds && !anim_player.is_playing()):
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right_move_time = 0
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target_offset.x = camera_horizontal_shift
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if(offset == target_offset):
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return
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offset_track = shiftRight.find_track(".:offset")
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shiftRight.track_set_key_value(offset_track, 0, offset)
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shiftRight.track_set_key_value(offset_track, 1, target_offset)
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camera_state = "shiftedRight"
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anim_player.play("shiftingRight")
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elif(slow_time >= offset_reset_seconds &&
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!(Input.is_action_pressed("up") || Input.is_action_pressed("duck"))):
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slow_time = 0
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target_offset.x = 0
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if(offset == target_offset):
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return
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if(left_edge_pos > limit_left && limit_right > right_edge_pos):
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offset_track = shiftCenter.find_track(".:offset")
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shiftCenter.track_set_key_value(offset_track, 0, offset)
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shiftCenter.track_set_key_value(offset_track, 1, target_offset)
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camera_state = "centered"
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anim_player.play("shiftingCenter")
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return
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var offset_track
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var center = get_camera_screen_center()
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var left_edge_pos = center.x - screen_rect.x/2 + camera_horizontal_shift
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var right_edge_pos = center.x + screen_rect.x/2 - camera_horizontal_shift
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if(left_move_time >= offset_adapt_seconds && !anim_player.is_playing()):
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left_move_time = 0
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target_offset.x = -camera_horizontal_shift
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if(offset == target_offset):
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return
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offset_track = shiftLeft.find_track(".:offset")
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shiftLeft.track_set_key_value(offset_track, 0, offset)
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shiftLeft.track_set_key_value(offset_track, 1, target_offset)
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camera_state = "shiftedLeft"
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anim_player.play("shiftingLeft")
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elif(right_move_time >= offset_adapt_seconds && !anim_player.is_playing()):
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right_move_time = 0
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target_offset.x = camera_horizontal_shift
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if(offset == target_offset):
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return
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offset_track = shiftRight.find_track(".:offset")
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shiftRight.track_set_key_value(offset_track, 0, offset)
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shiftRight.track_set_key_value(offset_track, 1, target_offset)
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camera_state = "shiftedRight"
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||||
anim_player.play("shiftingRight")
|
||||
elif(slow_time >= offset_reset_seconds &&
|
||||
!(Input.is_action_pressed("up") || Input.is_action_pressed("duck"))):
|
||||
slow_time = 0
|
||||
target_offset.x = 0
|
||||
if(offset == target_offset):
|
||||
return
|
||||
if(left_edge_pos > limit_left && limit_right > right_edge_pos):
|
||||
offset_track = shiftCenter.find_track(".:offset")
|
||||
shiftCenter.track_set_key_value(offset_track, 0, offset)
|
||||
shiftCenter.track_set_key_value(offset_track, 1, target_offset)
|
||||
camera_state = "centered"
|
||||
anim_player.play("shiftingCenter")
|
||||
return
|
||||
|
||||
func _adapt_to_input(velocity: Vector2, delta: float) -> void:
|
||||
# TODO Den bug dass man damit durch die map gucken kann wenn man sich weiter bewegt
|
||||
# lasse ich erstmal drin
|
||||
if(velocity.length() > 20.0):
|
||||
input_time = 0
|
||||
return
|
||||
if(input_time < offset_input_seconds):
|
||||
input_time += delta
|
||||
return
|
||||
if Input.is_action_pressed("duck"):
|
||||
if(original_limit_bottom - position.y - 2 > screen_bottom.y && offset.y < 48):
|
||||
offset.y += 1
|
||||
elif Input.is_action_pressed("up"):
|
||||
if(original_limit_top - position.y + 2 < screen_top.y && offset.y > -48):
|
||||
offset.y -= 1
|
||||
# TODO Den bug dass man damit durch die map gucken kann wenn man sich weiter bewegt
|
||||
# lasse ich erstmal drin
|
||||
if(velocity.length() > 20.0):
|
||||
input_time = 0
|
||||
return
|
||||
if(input_time < offset_input_seconds):
|
||||
input_time += delta
|
||||
return
|
||||
if Input.is_action_pressed("duck"):
|
||||
if(original_limit_bottom - position.y - 2 > screen_bottom.y && offset.y < 48):
|
||||
offset.y += 0.5
|
||||
elif Input.is_action_pressed("up"):
|
||||
if(original_limit_top - position.y + 2 < screen_top.y && offset.y > -48):
|
||||
offset.y -= 0.5
|
||||
|
||||
# TODO This is a regulatory problem, it doesn't adapt fast enough
|
||||
# TODO Maybe just make background black and dont bother
|
||||
func _adjust_offset(delta: float) -> bool:
|
||||
var new_offset = offset
|
||||
if (limit_left - position.x - screen_left.x > 0.1):
|
||||
if (anim_player.is_playing()):
|
||||
anim_player.stop(true)
|
||||
new_offset.x += (limit_left - position.x - screen_left.x)/2
|
||||
if (limit_right - position.x - screen_right.x < 0.1):
|
||||
if (anim_player.is_playing()):
|
||||
anim_player.stop(true)
|
||||
new_offset.x += (limit_right - position.x - screen_right.x)/2
|
||||
if (limit_top - position.y - screen_top.y > 0.001):
|
||||
new_offset.y += (limit_top - position.y - screen_top.y)/2
|
||||
if (limit_bottom - position.y - screen_bottom.y < 0.001):
|
||||
new_offset.y += (limit_bottom - position.y - screen_bottom.y)/2
|
||||
if(abs(offset.x) >= abs(new_offset.x) + 1):
|
||||
offset = new_offset
|
||||
return true
|
||||
else:
|
||||
return false
|
||||
|
||||
|
||||
var new_offset = offset
|
||||
if (limit_left - position.x - screen_left.x > 0.1):
|
||||
if (anim_player.is_playing()):
|
||||
anim_player.stop(true)
|
||||
new_offset.x += (limit_left - position.x - screen_left.x)/1.5
|
||||
if (limit_right - position.x - screen_right.x < 0.1):
|
||||
if (anim_player.is_playing()):
|
||||
anim_player.stop(true)
|
||||
new_offset.x += (limit_right - position.x - screen_right.x)/1.5
|
||||
if (limit_top - position.y - screen_top.y > 0.001):
|
||||
new_offset.y += (limit_top - position.y - screen_top.y)/1.5
|
||||
if (limit_bottom - position.y - screen_bottom.y < 0.001):
|
||||
new_offset.y += (limit_bottom - position.y - screen_bottom.y)/1.5
|
||||
#print(abs(offset.x) - abs(new_offset.x))
|
||||
if(abs(offset.x) > abs(new_offset.x) || abs(offset.y) > abs(new_offset.y)):
|
||||
offset = new_offset
|
||||
return true
|
||||
else:
|
||||
return false
|
||||
|
||||
|
||||
func reset_limits() -> void:
|
||||
limit_left = original_limit_left
|
||||
limit_right = original_limit_right
|
||||
limit_bottom = original_limit_bottom
|
||||
limit_top = original_limit_top
|
||||
limit_left = original_limit_left
|
||||
limit_right = original_limit_right
|
||||
limit_bottom = original_limit_bottom
|
||||
limit_top = original_limit_top
|
||||
|
||||
func _death_cam(animation_number: int = 0) -> void:
|
||||
if(animation_number < 1):
|
||||
$CameraAnimationPlayer.play("deathCamJustZoom")
|
||||
if(animation_number == 1):
|
||||
$CameraAnimationPlayer.play("deathCamLateRotation")
|
||||
if(animation_number < 1):
|
||||
$CameraAnimationPlayer.play("deathCamJustZoom")
|
||||
if(animation_number == 1):
|
||||
$CameraAnimationPlayer.play("deathCamLateRotation")
|
||||
|
||||
func _update_lighting_shader() -> void:
|
||||
# Props to gameendaevour
|
||||
# TODO get this into a central world update management system
|
||||
var lights = get_tree().get_nodes_in_group("light")
|
||||
image.lock()
|
||||
for i in lights.size():
|
||||
var light = lights[i]
|
||||
# TODO To make the lighting affect all layers properly
|
||||
# I would have the access the global positions of nodes in different Z layers
|
||||
# without the projection to the global center layer.
|
||||
# Props to gameendaevour
|
||||
# TODO get this into a central world update management system
|
||||
var lights = get_tree().get_nodes_in_group("light")
|
||||
image.lock()
|
||||
for i in lights.size():
|
||||
var light = lights[i]
|
||||
# TODO To make the lighting affect all layers properly
|
||||
# I would have the access the global positions of nodes in different Z layers
|
||||
# without the projection to the global center layer.
|
||||
|
||||
# var vtrans = get_canvas_transform()
|
||||
# var top_left = -vtrans.origin / vtrans.get_scale()
|
||||
# var vsize = get_viewport_rect().size
|
||||
# var t = Transform2D(0, (top_left + 0.5*vsize/vtrans.get_scale()).rotated(rotation))
|
||||
image.set_pixel(i, 0, Color(
|
||||
light.position.x, light.position.y,
|
||||
light.strength, light.radius
|
||||
))
|
||||
image.set_pixel(i, 1, light.color)
|
||||
image.unlock()
|
||||
# var vtrans = get_canvas_transform()
|
||||
# var top_left = -vtrans.origin / vtrans.get_scale()
|
||||
# var vsize = get_viewport_rect().size
|
||||
# var t = Transform2D(0, (top_left + 0.5*vsize/vtrans.get_scale()).rotated(rotation))
|
||||
image.set_pixel(i, 0, Color(
|
||||
light.position.x, light.position.y,
|
||||
light.strength, light.radius
|
||||
))
|
||||
image.set_pixel(i, 1, light.color)
|
||||
image.unlock()
|
||||
|
||||
texture.create_from_image(image)
|
||||
texture.create_from_image(image)
|
||||
|
||||
material.set_shader_param("n_lights", lights.size())
|
||||
material.set_shader_param("light_data", texture)
|
||||
material.set_shader_param("global_transform", get_global_transform())
|
||||
material.set_shader_param("viewport_transform", get_viewport_transform())
|
||||
material.set_shader_param("n_lights", lights.size())
|
||||
material.set_shader_param("light_data", texture)
|
||||
material.set_shader_param("global_transform", get_global_transform())
|
||||
material.set_shader_param("viewport_transform", get_viewport_transform())
|
||||
|
||||
@ -868,6 +868,7 @@ z_index = 3
|
||||
rotating = true
|
||||
current = true
|
||||
zoom = Vector2( 0.75, 0.75 )
|
||||
process_mode = 0
|
||||
drag_margin_h_enabled = true
|
||||
drag_margin_v_enabled = true
|
||||
drag_margin_left = 0.08
|
||||
@ -971,10 +972,10 @@ texture = ExtResource( 8 )
|
||||
|
||||
[node name="AnimatedSprite" type="AnimatedSprite" parent="ParallaxBackground/ParallaxLayer5"]
|
||||
frames = SubResource( 7 )
|
||||
frame = 3
|
||||
frame = 4
|
||||
playing = true
|
||||
|
||||
[node name="AnimatedSprite2" type="AnimatedSprite" parent="ParallaxBackground/ParallaxLayer5"]
|
||||
frames = SubResource( 8 )
|
||||
frame = 8
|
||||
frame = 9
|
||||
playing = true
|
||||
|
||||
@ -53,466 +53,466 @@ var reversing_possible_searching := true
|
||||
|
||||
|
||||
func _ready():
|
||||
default_jump_distance = default_jump_distance * tilemap.cell_size.x
|
||||
jump_timer = Timer.new()
|
||||
jump_timer.set_one_shot(true)
|
||||
jump_timer.connect("timeout", self, "jump")
|
||||
target_lost_timer = Timer.new()
|
||||
target_lost_timer.set_one_shot(true)
|
||||
target_lost_timer.connect("timeout", self, "loose_target")
|
||||
add_child(jump_timer)
|
||||
add_child(target_lost_timer)
|
||||
# TODO Stays harmless for now
|
||||
#if(is_bound): add_to_group("harmful")
|
||||
$LeashAnchor.visible = is_bound
|
||||
default_jump_distance = default_jump_distance * tilemap.cell_size.x
|
||||
jump_timer = Timer.new()
|
||||
jump_timer.set_one_shot(true)
|
||||
jump_timer.connect("timeout", self, "jump")
|
||||
target_lost_timer = Timer.new()
|
||||
target_lost_timer.set_one_shot(true)
|
||||
target_lost_timer.connect("timeout", self, "loose_target")
|
||||
add_child(jump_timer)
|
||||
add_child(target_lost_timer)
|
||||
# TODO Stays harmless for now
|
||||
#if(is_bound): add_to_group("harmful")
|
||||
$LeashAnchor.visible = is_bound
|
||||
|
||||
|
||||
func bind_to_anchor(anchor_node: Node2D, radius: float ) -> void:
|
||||
anchor = anchor_node
|
||||
movement_radius = radius * block_size
|
||||
is_bound = true
|
||||
$LeashAnchor.visible = true
|
||||
anchor = anchor_node
|
||||
movement_radius = radius * block_size
|
||||
is_bound = true
|
||||
$LeashAnchor.visible = true
|
||||
|
||||
|
||||
func _on_StompDetector_body_entered(body: Node) -> void:
|
||||
if !body.is_in_group("player") || is_hurt:
|
||||
return
|
||||
var incoming_vel_vector: Vector2 = body.velocity.normalized()
|
||||
# TODO This is not the right angle somehow
|
||||
if !body.is_in_group("player") || is_hurt:
|
||||
return
|
||||
var incoming_vel_vector: Vector2 = body.velocity.normalized()
|
||||
# TODO This is not the right angle somehow
|
||||
# print(rad2deg(abs(incoming_vel_vector.angle_to(Vector2.DOWN.rotated(rotation)))))
|
||||
# if abs(incoming_vel_vector.angle_to(\Vector2.DOWN.rotated(rotation))) > deg2rad(60):
|
||||
# print("too shallow entry")
|
||||
# return
|
||||
signalManager.emit_signal("got_stomped")
|
||||
remove_from_group("harmful")
|
||||
# TODO Weakpoint group is not needed per se
|
||||
$StompDetector.remove_from_group("weakpoint")
|
||||
get_node("EnemyBody").disabled = true
|
||||
is_hurt = true
|
||||
$FrogSprite.material = invincible_shader
|
||||
$HurtTimer.start()
|
||||
signalManager.emit_signal("got_stomped")
|
||||
remove_from_group("harmful")
|
||||
# TODO Weakpoint group is not needed per se
|
||||
$StompDetector.remove_from_group("weakpoint")
|
||||
get_node("EnemyBody").disabled = true
|
||||
is_hurt = true
|
||||
$FrogSprite.material = invincible_shader
|
||||
$HurtTimer.start()
|
||||
|
||||
|
||||
func execute_movement(delta: float) -> void:
|
||||
# Navigation2DServer.map_get_path()
|
||||
current_delta = delta
|
||||
detect_timer += delta
|
||||
velocity.y += _gravity * delta
|
||||
if(is_bound):
|
||||
var next_position = global_position + velocity * current_delta
|
||||
var current_distance = global_position.distance_to(anchor.global_position)
|
||||
var new_distance = next_position.distance_to(anchor.global_position)
|
||||
# TODO Fix this in respects to x and y distances and movement dampening
|
||||
# Maybe use mathemathematics or something idfc
|
||||
if(current_distance >= movement_radius && new_distance > current_distance):
|
||||
velocity.x = velocity.x * 0.8
|
||||
velocity.y = velocity.y * 0.8
|
||||
was_restricted = true
|
||||
velocity = move_and_slide(velocity, FLOOR_NORMAL, false, 4, 0.785398,false)
|
||||
if(is_on_floor()):
|
||||
velocity = Vector2(0,0)
|
||||
|
||||
# Reverse direction when hitting limit
|
||||
# Navigation2DServer.map_get_path()
|
||||
current_delta = delta
|
||||
detect_timer += delta
|
||||
velocity.y += _gravity * delta
|
||||
if(is_bound):
|
||||
var next_position = global_position + velocity * current_delta
|
||||
var current_distance = global_position.distance_to(anchor.global_position)
|
||||
var new_distance = next_position.distance_to(anchor.global_position)
|
||||
# TODO Fix this in respects to x and y distances and movement dampening
|
||||
# Maybe use mathemathematics or something idfc
|
||||
if(current_distance >= movement_radius && new_distance > current_distance):
|
||||
velocity.x = velocity.x * 0.8
|
||||
velocity.y = velocity.y * 0.8
|
||||
was_restricted = true
|
||||
velocity = move_and_slide(velocity, FLOOR_NORMAL, false, 4, 0.785398,false)
|
||||
if(is_on_floor()):
|
||||
velocity = Vector2(0,0)
|
||||
|
||||
# Reverse direction when hitting limit
|
||||
|
||||
|
||||
func die() -> void:
|
||||
levelState.kills += 1
|
||||
queue_free()
|
||||
levelState.kills += 1
|
||||
queue_free()
|
||||
|
||||
|
||||
func _on_EnemySkin_area_entered(area:Area2D) -> void:
|
||||
if area.is_in_group("harmful"):
|
||||
get_node("EnemyBody").disabled = true
|
||||
die()
|
||||
if area.is_in_group("harmful"):
|
||||
get_node("EnemyBody").disabled = true
|
||||
die()
|
||||
|
||||
|
||||
func _on_EnemySkin_body_entered(body: Node) -> void:
|
||||
if body.is_in_group("frogfood"):
|
||||
loose_target()
|
||||
body.die()
|
||||
if body.is_in_group("frogfood"):
|
||||
loose_target()
|
||||
body.die()
|
||||
|
||||
|
||||
func searching() -> Vector2:
|
||||
if(detect_timer > 0.333):
|
||||
search_next_target()
|
||||
detect_timer = 0.0
|
||||
if(is_on_floor()):
|
||||
if(jump_timer.is_stopped()):
|
||||
jump_timer.start(rng.randfn(jump_time_search, jump_time_standard_deviation))
|
||||
if(in_air):
|
||||
in_air = false
|
||||
else:
|
||||
if(!in_air):
|
||||
start_x = global_position.x
|
||||
reversing_possible_searching = true
|
||||
jump_timer.stop()
|
||||
in_air = true
|
||||
return velocity
|
||||
if(detect_timer > 0.333):
|
||||
search_next_target()
|
||||
detect_timer = 0.0
|
||||
if(is_on_floor()):
|
||||
if(jump_timer.is_stopped()):
|
||||
jump_timer.start(rng.randfn(jump_time_search, jump_time_standard_deviation))
|
||||
if(in_air):
|
||||
in_air = false
|
||||
else:
|
||||
if(!in_air):
|
||||
start_x = global_position.x
|
||||
reversing_possible_searching = true
|
||||
jump_timer.stop()
|
||||
in_air = true
|
||||
return velocity
|
||||
|
||||
|
||||
func search_next_target():
|
||||
if(target != null && !weakref(target).get_ref()):
|
||||
return
|
||||
detect_food()
|
||||
if(food_target == null):
|
||||
detect_player()
|
||||
if(target != null && !weakref(target).get_ref()):
|
||||
return
|
||||
detect_food()
|
||||
if(food_target == null):
|
||||
detect_player()
|
||||
|
||||
|
||||
func hunting() -> Vector2:
|
||||
var was_target_freed = !weakref(target).get_ref()
|
||||
if(detect_timer > 0.333):
|
||||
search_next_target()
|
||||
detect_timer = 0.0
|
||||
#TODO Dependent on block size
|
||||
elif(is_on_floor() && food_target != null && !was_target_freed &&
|
||||
global_position.distance_to(food_target.global_position) <= attack_jump_range * block_size):
|
||||
|
||||
var collider = check_feeler(food_target.global_position - global_position)
|
||||
if(!was_restricted && collider != null && collider.is_in_group("frogfood")):
|
||||
jump_timer.stop()
|
||||
return attack_jump(food_target.global_position)
|
||||
|
||||
if(is_on_floor()):
|
||||
if(jump_timer.is_stopped()):
|
||||
jump_timer.start(rng.randfn(jump_time_hunt, jump_time_standard_deviation))
|
||||
if(in_air):
|
||||
in_air = false
|
||||
|
||||
else:
|
||||
if(!in_air):
|
||||
start_x = global_position.x
|
||||
reversing_possible_searching = true
|
||||
jump_timer.stop()
|
||||
in_air = true
|
||||
var was_target_freed = !weakref(target).get_ref()
|
||||
if(detect_timer > 0.333):
|
||||
search_next_target()
|
||||
detect_timer = 0.0
|
||||
#TODO Dependent on block size
|
||||
elif(is_on_floor() && food_target != null && !was_target_freed &&
|
||||
global_position.distance_to(food_target.global_position) <= attack_jump_range * block_size):
|
||||
|
||||
var collider = check_feeler(food_target.global_position - global_position)
|
||||
if(!was_restricted && collider != null && collider.is_in_group("frogfood")):
|
||||
jump_timer.stop()
|
||||
return attack_jump(food_target.global_position)
|
||||
|
||||
if(is_on_floor()):
|
||||
if(jump_timer.is_stopped()):
|
||||
jump_timer.start(rng.randfn(jump_time_hunt, jump_time_standard_deviation))
|
||||
if(in_air):
|
||||
in_air = false
|
||||
|
||||
else:
|
||||
if(!in_air):
|
||||
start_x = global_position.x
|
||||
reversing_possible_searching = true
|
||||
jump_timer.stop()
|
||||
in_air = true
|
||||
|
||||
if(barely_held_back_counter > 1):
|
||||
barely_held_back_counter = 0
|
||||
loose_target()
|
||||
if(barely_held_back_counter > 1):
|
||||
barely_held_back_counter = 0
|
||||
loose_target()
|
||||
|
||||
if(target != null && !was_target_freed &&
|
||||
sign((target.global_position - global_position).x) != get_facing_direction()):
|
||||
# TODO Waits in front of too small tunnels if it sees the target on the other side
|
||||
# It's ok behavior for now
|
||||
reverse_facing_direction()
|
||||
if(target != null && !was_target_freed &&
|
||||
sign((target.global_position - global_position).x) != get_facing_direction()):
|
||||
# TODO Waits in front of too small tunnels if it sees the target on the other side
|
||||
# It's ok behavior for now
|
||||
reverse_facing_direction()
|
||||
|
||||
return velocity
|
||||
return velocity
|
||||
|
||||
|
||||
func detect_food() -> void:
|
||||
# TODO What if food spawns in
|
||||
food_sources = get_tree().get_nodes_in_group("frogfood")
|
||||
if(food_sources.empty()):
|
||||
return
|
||||
var i = 0
|
||||
var min_dist_f_index = 0
|
||||
var min_dist = (food_sources[0].global_position - global_position).length()
|
||||
var food_node = null
|
||||
for f in food_sources:
|
||||
var new_dist = (food_sources[i].global_position - global_position).length()
|
||||
min_dist = new_dist if new_dist < min_dist else min_dist
|
||||
min_dist_f_index = i if new_dist < min_dist else min_dist_f_index
|
||||
i += 1
|
||||
food_node = food_sources[min_dist_f_index]
|
||||
#TODO Depends on height of blobby sprite since blobbys bottom and not his middle is on y=0
|
||||
vision_raycast.cast_to = (food_node.global_position - global_position).normalized() * block_size * vision_distance
|
||||
var ray_angle_to_facing = vision_raycast.cast_to.angle_to(orientation.cast_to)
|
||||
vision_raycast.force_raycast_update()
|
||||
var collider = vision_raycast.get_collider()
|
||||
if(abs(ray_angle_to_facing) < PI/3 && collider != null && collider.is_in_group("frogfood")):
|
||||
target_lost_timer.stop()
|
||||
target = collider
|
||||
food_target = collider
|
||||
elif(target != null && target_lost_timer.is_stopped()):
|
||||
target_lost_timer.start(loose_target_seconds)
|
||||
# TODO What if food spawns in
|
||||
food_sources = get_tree().get_nodes_in_group("frogfood")
|
||||
if(food_sources.empty()):
|
||||
return
|
||||
var i = 0
|
||||
var min_dist_f_index = 0
|
||||
var min_dist = (food_sources[0].global_position - global_position).length()
|
||||
var food_node = null
|
||||
for f in food_sources:
|
||||
var new_dist = (food_sources[i].global_position - global_position).length()
|
||||
min_dist = new_dist if new_dist < min_dist else min_dist
|
||||
min_dist_f_index = i if new_dist < min_dist else min_dist_f_index
|
||||
i += 1
|
||||
food_node = food_sources[min_dist_f_index]
|
||||
#TODO Depends on height of blobby sprite since blobbys bottom and not his middle is on y=0
|
||||
vision_raycast.cast_to = (food_node.global_position - global_position).normalized() * block_size * vision_distance
|
||||
var ray_angle_to_facing = vision_raycast.cast_to.angle_to(orientation.cast_to)
|
||||
vision_raycast.force_raycast_update()
|
||||
var collider = vision_raycast.get_collider()
|
||||
if(abs(ray_angle_to_facing) < PI/3 && collider != null && collider.is_in_group("frogfood")):
|
||||
target_lost_timer.stop()
|
||||
target = collider
|
||||
food_target = collider
|
||||
elif(target != null && target_lost_timer.is_stopped()):
|
||||
target_lost_timer.start(loose_target_seconds)
|
||||
|
||||
|
||||
func detect_player() -> void:
|
||||
var player
|
||||
if(players.empty()):
|
||||
# print("no player found")
|
||||
return
|
||||
player = players[0]
|
||||
#TODO Depends on height of blobby sprite since blobbys bottom and not his middle is on y=0
|
||||
vision_raycast.cast_to = (player.global_position - global_position - Vector2(0, 9)).normalized() * block_size * vision_distance
|
||||
var ray_angle_to_facing = vision_raycast.cast_to.angle_to(orientation.cast_to)
|
||||
vision_raycast.force_raycast_update()
|
||||
var collider = vision_raycast.get_collider()
|
||||
if(abs(ray_angle_to_facing) < PI/4 && collider != null && collider.is_in_group("player")):
|
||||
target_lost_timer.stop()
|
||||
target = collider
|
||||
elif(target != null && target_lost_timer.is_stopped()):
|
||||
target_lost_timer.start(loose_target_seconds)
|
||||
var player
|
||||
if(players.empty()):
|
||||
# print("no player found")
|
||||
return
|
||||
player = players[0]
|
||||
#TODO Depends on height of blobby sprite since blobbys bottom and not his middle is on y=0
|
||||
vision_raycast.cast_to = (player.global_position - global_position - Vector2(0, 9)).normalized() * block_size * vision_distance
|
||||
var ray_angle_to_facing = vision_raycast.cast_to.angle_to(orientation.cast_to)
|
||||
vision_raycast.force_raycast_update()
|
||||
var collider = vision_raycast.get_collider()
|
||||
if(abs(ray_angle_to_facing) < PI/4 && collider != null && collider.is_in_group("player")):
|
||||
target_lost_timer.stop()
|
||||
target = collider
|
||||
elif(target != null && target_lost_timer.is_stopped()):
|
||||
target_lost_timer.start(loose_target_seconds)
|
||||
|
||||
|
||||
func sleeping() -> Vector2:
|
||||
jump_timer.stop()
|
||||
detect_player()
|
||||
return velocity
|
||||
jump_timer.stop()
|
||||
detect_player()
|
||||
return velocity
|
||||
|
||||
|
||||
func loose_target() -> void:
|
||||
# print("frog target lost")
|
||||
target = null
|
||||
food_target = null
|
||||
# print("frog target lost")
|
||||
target = null
|
||||
food_target = null
|
||||
|
||||
|
||||
func jump():
|
||||
# print("jump calculation initiated")
|
||||
# Can only reverse once per jump calculation
|
||||
has_reversed = false
|
||||
var zero_vector = Vector2(0,0)
|
||||
var v: Vector2 = velocity_for_jump_distance(default_jump_distance, deg2rad(default_jump_angle))
|
||||
v = correct_jump_direction(v)
|
||||
# print("jump calculation initiated")
|
||||
# Can only reverse once per jump calculation
|
||||
has_reversed = false
|
||||
var zero_vector = Vector2(0,0)
|
||||
var v: Vector2 = velocity_for_jump_distance(default_jump_distance, deg2rad(default_jump_angle))
|
||||
v = correct_jump_direction(v)
|
||||
|
||||
if(is_bound):
|
||||
var next_position = global_position + v * current_delta
|
||||
var current_distance = global_position.distance_to(anchor.global_position)
|
||||
var new_distance = next_position.distance_to(anchor.global_position)
|
||||
# print(current_distance)
|
||||
# print(new_distance)
|
||||
# Would go out of distance
|
||||
if((new_distance >= movement_radius && new_distance > current_distance) || (new_distance > current_distance && was_restricted)):
|
||||
if(state_machine.state == "hunting"):
|
||||
barely_held_back_counter += 1
|
||||
if can_reverse_facing_direction() && (barely_held_back_counter == 0 || barely_held_back_counter > 1):
|
||||
reverse_facing_direction()
|
||||
was_restricted = false
|
||||
|
||||
if ($Right_Wallcast.is_colliding() && $Left_Wallcast.is_colliding()):
|
||||
# TODO No idea what it might do in these situations
|
||||
print("help this is a really tight space :(")
|
||||
elif (get_facing_direction() < 0 && $Left_Wallcast.is_colliding()):
|
||||
v = zero_vector
|
||||
elif (get_facing_direction() > 0 && $Right_Wallcast.is_colliding()):
|
||||
v = zero_vector
|
||||
|
||||
|
||||
v = correct_jump_direction(v)
|
||||
if(v != zero_vector):
|
||||
v = consider_jump_headspace(v)
|
||||
if(v != zero_vector):
|
||||
v = consider_jump_landing_space(v)
|
||||
if(v == zero_vector):
|
||||
# TODO fix that you could call jump from jumping on top
|
||||
# and let it fail if the top is dangerous for jump height or not safe
|
||||
v = consider_jumping_on_top()
|
||||
if(v == zero_vector && can_reverse_facing_direction()):
|
||||
reverse_facing_direction()
|
||||
velocity = v
|
||||
|
||||
if(is_bound):
|
||||
var next_position = global_position + v * current_delta
|
||||
var current_distance = global_position.distance_to(anchor.global_position)
|
||||
var new_distance = next_position.distance_to(anchor.global_position)
|
||||
# print(current_distance)
|
||||
# print(new_distance)
|
||||
# Would go out of distance
|
||||
if((new_distance >= movement_radius && new_distance > current_distance) || (new_distance > current_distance && was_restricted)):
|
||||
if(state_machine.state == "hunting"):
|
||||
barely_held_back_counter += 1
|
||||
if can_reverse_facing_direction() && (barely_held_back_counter == 0 || barely_held_back_counter > 1):
|
||||
reverse_facing_direction()
|
||||
was_restricted = false
|
||||
|
||||
if ($Right_Wallcast.is_colliding() && $Left_Wallcast.is_colliding()):
|
||||
# TODO No idea what it might do in these situations
|
||||
print("help this is a really tight space :(")
|
||||
elif (get_facing_direction() < 0 && $Left_Wallcast.is_colliding()):
|
||||
v = zero_vector
|
||||
elif (get_facing_direction() > 0 && $Right_Wallcast.is_colliding()):
|
||||
v = zero_vector
|
||||
|
||||
|
||||
v = correct_jump_direction(v)
|
||||
if(v != zero_vector):
|
||||
v = consider_jump_headspace(v)
|
||||
if(v != zero_vector):
|
||||
v = consider_jump_landing_space(v)
|
||||
if(v == zero_vector):
|
||||
# TODO fix that you could call jump from jumping on top
|
||||
# and let it fail if the top is dangerous for jump height or not safe
|
||||
v = consider_jumping_on_top()
|
||||
if(v == zero_vector && can_reverse_facing_direction()):
|
||||
reverse_facing_direction()
|
||||
velocity = v
|
||||
|
||||
|
||||
func correct_jump_direction(v: Vector2) -> Vector2:
|
||||
if sign(v.x) != get_facing_direction():
|
||||
v.x *= -1
|
||||
return v
|
||||
if sign(v.x) != get_facing_direction():
|
||||
v.x *= -1
|
||||
return v
|
||||
|
||||
|
||||
# Cast a ray to the highest point of the jump
|
||||
# Check the highest point for collision
|
||||
# Calculate safe jump height and then a safe jump velocity
|
||||
func consider_jump_headspace(v: Vector2) -> Vector2:
|
||||
var height = calculate_jump_height(v)
|
||||
var distance = calculate_jump_distance(v)
|
||||
var angle = (v * get_facing_direction()).angle()
|
||||
# Half distance is an estimate of the jumps apex()
|
||||
#TODO Consider sprite size for height
|
||||
var height_collider = check_feeler(Vector2(get_facing_direction()*(distance/2), -(height+23)))
|
||||
if(height_collider != null):
|
||||
var collision_point = feeler_raycast.get_collision_point()
|
||||
var target_height = collision_point.y - (feeler_raycast.global_position.y - 23)
|
||||
# print(feeler_raycast.global_position)
|
||||
var new_angle = angle * (0.75 if target_height > -26 else 0.95)
|
||||
var new_distance = default_jump_distance * (0.66 if target_height > -26 else 0.75)
|
||||
v = velocity_for_jump_distance(new_distance, abs(new_angle))
|
||||
v = correct_jump_direction(v)
|
||||
height = calculate_jump_height(v) * -1
|
||||
distance = calculate_jump_distance(v) * get_facing_direction()
|
||||
if(height < target_height && can_reverse_facing_direction()):
|
||||
print("no safe height for frog jump")
|
||||
return Vector2(0,0)
|
||||
return v
|
||||
var height = calculate_jump_height(v)
|
||||
var distance = calculate_jump_distance(v)
|
||||
var angle = (v * get_facing_direction()).angle()
|
||||
# Half distance is an estimate of the jumps apex()
|
||||
#TODO Consider sprite size for height
|
||||
var height_collider = check_feeler(Vector2(get_facing_direction()*(distance/2), -(height+23)))
|
||||
if(height_collider != null):
|
||||
var collision_point = feeler_raycast.get_collision_point()
|
||||
var target_height = collision_point.y - (feeler_raycast.global_position.y - 23)
|
||||
# print(feeler_raycast.global_position)
|
||||
var new_angle = angle * (0.75 if target_height > -26 else 0.95)
|
||||
var new_distance = default_jump_distance * (0.66 if target_height < -26 else 0.75)
|
||||
v = velocity_for_jump_distance(new_distance, abs(new_angle))
|
||||
v = correct_jump_direction(v)
|
||||
height = calculate_jump_height(v) * -1
|
||||
distance = calculate_jump_distance(v) * get_facing_direction()
|
||||
if(height < target_height && can_reverse_facing_direction()):
|
||||
print("no safe height for frog jump")
|
||||
return Vector2(0,0)
|
||||
return v
|
||||
|
||||
|
||||
# Check the block in jump distance for danger or height
|
||||
# If danger check neighboring blocks: if still danger, then jump closer (or jump over)
|
||||
# If height move to distance which allows 1 block high jump
|
||||
func consider_jump_landing_space(v: Vector2) -> Vector2:
|
||||
var jump_distance = calculate_jump_distance(v)
|
||||
var jump_height = calculate_jump_height(v)
|
||||
var collider = check_feeler(Vector2(jump_distance * get_facing_direction(), - jump_height/2))
|
||||
# TODO Unpacked loop, make function or something?
|
||||
# Shortens the jump in steps to make it more safe
|
||||
if(!is_jump_path_safe(v, global_position) || collider != null):
|
||||
jump_distance = calculate_jump_distance(v) - block_size/1.5
|
||||
v = change_jump_distance(jump_distance, v)
|
||||
jump_height = calculate_jump_height(v)
|
||||
v = correct_jump_direction(v)
|
||||
collider = check_feeler(Vector2(jump_distance * get_facing_direction(), - jump_height/2))
|
||||
if(!is_jump_path_safe(v, global_position) || collider != null):
|
||||
jump_distance = calculate_jump_distance(v) - block_size/2.0
|
||||
v = change_jump_distance(jump_distance, v)
|
||||
jump_height = calculate_jump_height(v)
|
||||
v = correct_jump_direction(v)
|
||||
collider = check_feeler(Vector2(jump_distance * get_facing_direction(), - jump_height/2))
|
||||
if((!is_jump_path_safe(v, global_position) || collider != null) && can_reverse_facing_direction()):
|
||||
# Can be printed when frog would jump into a wall too
|
||||
print("no safe landing space found")
|
||||
return Vector2(0,0)
|
||||
return v
|
||||
var jump_distance = calculate_jump_distance(v)
|
||||
var jump_height = calculate_jump_height(v)
|
||||
var collider = check_feeler(Vector2(jump_distance * get_facing_direction(), - jump_height/2))
|
||||
# TODO Unpacked loop, make function or something?
|
||||
# Shortens the jump in steps to make it more safe
|
||||
if(!is_jump_path_safe(v, global_position) || collider != null):
|
||||
jump_distance = calculate_jump_distance(v) - block_size/1.5
|
||||
v = change_jump_distance(jump_distance, v)
|
||||
jump_height = calculate_jump_height(v)
|
||||
v = correct_jump_direction(v)
|
||||
collider = check_feeler(Vector2(jump_distance * get_facing_direction(), - jump_height/2))
|
||||
if(!is_jump_path_safe(v, global_position) || collider != null):
|
||||
jump_distance = calculate_jump_distance(v) - block_size/2.0
|
||||
v = change_jump_distance(jump_distance, v)
|
||||
jump_height = calculate_jump_height(v)
|
||||
v = correct_jump_direction(v)
|
||||
collider = check_feeler(Vector2(jump_distance * get_facing_direction(), - jump_height/2))
|
||||
if((!is_jump_path_safe(v, global_position) || collider != null) && can_reverse_facing_direction()):
|
||||
# Can be printed when frog would jump into a wall too
|
||||
print("no safe landing space found")
|
||||
return Vector2(0,0)
|
||||
return v
|
||||
|
||||
|
||||
func consider_jumping_on_top() -> Vector2:
|
||||
var collider = check_feeler(Vector2(42 * get_facing_direction(),0))
|
||||
var facing = 0 if get_facing_direction() >= 0 else - 1
|
||||
if (collider == null):
|
||||
return Vector2(0,0)
|
||||
var local_position = tilemap.to_local(feeler_raycast.get_collision_point())
|
||||
var map_position = tilemap.world_to_map(local_position)
|
||||
var tile_position = Vector2(map_position.x + facing, map_position.y)
|
||||
# TODO Here the climb height of frog is limited to one constantly
|
||||
var cell_id = tilemap.get_cell(tile_position.x, tile_position.y - 2)
|
||||
if (cell_id != -1 &&
|
||||
#TODO 9 is the navigation tile, but thats subject to change!
|
||||
cell_id != 8):
|
||||
return Vector2(0,0)
|
||||
var tile_upper_left_corner = tilemap.to_global(tilemap.map_to_world(tile_position))
|
||||
var tile_upper_right_corner = Vector2(tile_upper_left_corner.x + tilemap.cell_size.x, tile_upper_left_corner.y)
|
||||
|
||||
var jump_angle = 0
|
||||
if(facing < 0):
|
||||
var frog_bottom_left_corner = Vector2($EnemyBody.global_position.x - $EnemyBody.shape.extents.x,
|
||||
$EnemyBody.global_position.y + $EnemyBody.shape.extents.y)
|
||||
jump_angle = frog_bottom_left_corner.angle_to_point(tile_upper_right_corner)
|
||||
else:
|
||||
var frog_bottom_right_corner = Vector2($EnemyBody.global_position.x + $EnemyBody.shape.extents.x,
|
||||
$EnemyBody.global_position.y + $EnemyBody.shape.extents.y)
|
||||
jump_angle = frog_bottom_right_corner.angle_to_point(tile_upper_left_corner) - PI
|
||||
|
||||
if(abs(rad2deg(jump_angle)) < 78):
|
||||
return correct_jump_direction(velocity_for_jump_distance(default_jump_distance/2, abs(deg2rad(80))))
|
||||
else:
|
||||
return velocity_for_jump_distance(10, abs(deg2rad(45))) * -1 * facing
|
||||
var collider = check_feeler(Vector2(42 * get_facing_direction(),0))
|
||||
var facing = 0 if get_facing_direction() >= 0 else - 1
|
||||
if (collider == null):
|
||||
return Vector2(0,0)
|
||||
var local_position = tilemap.to_local(feeler_raycast.get_collision_point())
|
||||
var map_position = tilemap.world_to_map(local_position)
|
||||
var tile_position = Vector2(map_position.x + facing, map_position.y)
|
||||
# TODO Here the climb height of frog is limited to one constantly
|
||||
var cell_id = tilemap.get_cell(tile_position.x, tile_position.y - 2)
|
||||
if (cell_id != -1 &&
|
||||
#TODO 9 is the navigation tile, but thats subject to change!
|
||||
cell_id != 8):
|
||||
return Vector2(0,0)
|
||||
var tile_upper_left_corner = tilemap.to_global(tilemap.map_to_world(tile_position))
|
||||
var tile_upper_right_corner = Vector2(tile_upper_left_corner.x + tilemap.cell_size.x, tile_upper_left_corner.y)
|
||||
|
||||
var jump_angle = 0
|
||||
if(facing < 0):
|
||||
var frog_bottom_left_corner = Vector2($EnemyBody.global_position.x - $EnemyBody.shape.extents.x,
|
||||
$EnemyBody.global_position.y + $EnemyBody.shape.extents.y)
|
||||
jump_angle = frog_bottom_left_corner.angle_to_point(tile_upper_right_corner)
|
||||
else:
|
||||
var frog_bottom_right_corner = Vector2($EnemyBody.global_position.x + $EnemyBody.shape.extents.x,
|
||||
$EnemyBody.global_position.y + $EnemyBody.shape.extents.y)
|
||||
jump_angle = frog_bottom_right_corner.angle_to_point(tile_upper_left_corner) - PI
|
||||
|
||||
if(abs(rad2deg(jump_angle)) < 78):
|
||||
return correct_jump_direction(velocity_for_jump_distance(default_jump_distance/2, abs(deg2rad(80))))
|
||||
else:
|
||||
return velocity_for_jump_distance(10, abs(deg2rad(45))) * -1 * facing
|
||||
|
||||
|
||||
# Tries to shorten the jump, so that it lands in a tiles center
|
||||
func jump_to_tile_center(v: Vector2) -> Vector2:
|
||||
var distance = stepify(calculate_jump_distance(v), 0.01)
|
||||
if !is_equal_approx(fmod(abs(global_position.x + distance * get_facing_direction()), block_size), (block_size/2.0)):
|
||||
# print(distance)
|
||||
# print(global_position.x + distance)
|
||||
# print(fmod((global_position.x + distance), block_size))
|
||||
var new_distance = distance
|
||||
if(get_facing_direction() < 0):
|
||||
new_distance = fmod((global_position.x + distance), block_size) - (block_size/2.0) + distance
|
||||
else:
|
||||
new_distance = distance + block_size/2.0 - fmod((global_position.x + distance), block_size)
|
||||
# print("centering distance")
|
||||
# print(new_distance)
|
||||
v = change_jump_distance(abs(new_distance), v)
|
||||
v = correct_jump_direction(v)
|
||||
return v
|
||||
var distance = stepify(calculate_jump_distance(v), 0.01)
|
||||
if !is_equal_approx(fmod(abs(global_position.x + distance * get_facing_direction()), block_size), (block_size/2.0)):
|
||||
# print(distance)
|
||||
# print(global_position.x + distance)
|
||||
# print(fmod((global_position.x + distance), block_size))
|
||||
var new_distance = distance
|
||||
if(get_facing_direction() < 0):
|
||||
new_distance = fmod((global_position.x + distance), block_size) - (block_size/2.0) + distance
|
||||
else:
|
||||
new_distance = distance + block_size/2.0 - fmod((global_position.x + distance), block_size)
|
||||
# print("centering distance")
|
||||
# print(new_distance)
|
||||
v = change_jump_distance(abs(new_distance), v)
|
||||
v = correct_jump_direction(v)
|
||||
return v
|
||||
|
||||
|
||||
# TODO Depends on Frog Shape and Tile Shape
|
||||
func is_jump_path_safe(v: Vector2, pos: Vector2) -> bool:
|
||||
var v0 = v.length()
|
||||
var angle = v.angle()
|
||||
var jump_distance = calculate_jump_distance(v)
|
||||
var harmful_nodes = get_tree().get_nodes_in_group("harmful")
|
||||
harmful_nodes.append_array(get_tree().get_nodes_in_group("pit"))
|
||||
for node in harmful_nodes:
|
||||
var node_pos = node.global_position
|
||||
# TODO Ignores spikes more than 4 blocks below and 3 jumps away
|
||||
# Also when its too near to one
|
||||
if (abs(node_pos.x - pos.x) > abs(jump_distance) * 3
|
||||
||abs(node_pos.y - pos.y) > block_size * 4
|
||||
|| abs(node_pos.x - pos.x) < 1):
|
||||
continue
|
||||
var node_y = node_pos.y - block_size/2.0
|
||||
var initial_throw_height = node_y - (global_position.y + 9)
|
||||
var term1 = (pow(v0, 2) * sin(2 * angle)) / (2 * _gravity)
|
||||
var term2 = ((v0 * cos(angle))/_gravity) * sqrt(pow(v0, 2) * pow(sin(angle), 2) + 2 * _gravity * initial_throw_height)
|
||||
var distance = abs(term1) + abs(term2)
|
||||
# print("distance to next spike")
|
||||
# print(pos.x + sign(v.x) * distance - node_pos.x)
|
||||
var safe_distance = block_size/2.0
|
||||
if (sign(initial_throw_height) < 0):
|
||||
safe_distance = block_size
|
||||
if(abs(pos.x + sign(v.x) * distance - node_pos.x) < safe_distance):
|
||||
return false
|
||||
return true
|
||||
var v0 = v.length()
|
||||
var angle = v.angle()
|
||||
var jump_distance = calculate_jump_distance(v)
|
||||
var harmful_nodes = get_tree().get_nodes_in_group("harmful")
|
||||
harmful_nodes.append_array(get_tree().get_nodes_in_group("pit"))
|
||||
for node in harmful_nodes:
|
||||
var node_pos = node.global_position
|
||||
# TODO Ignores spikes more than 4 blocks below and 3 jumps away
|
||||
# Also when its too near to one
|
||||
if (abs(node_pos.x - pos.x) > abs(jump_distance) * 3
|
||||
||abs(node_pos.y - pos.y) > block_size * 4
|
||||
|| abs(node_pos.x - pos.x) < 1):
|
||||
continue
|
||||
var node_y = node_pos.y - block_size/2.0
|
||||
var initial_throw_height = node_y - (global_position.y + 9)
|
||||
var term1 = (pow(v0, 2) * sin(2 * angle)) / (2 * _gravity)
|
||||
var term2 = ((v0 * cos(angle))/_gravity) * sqrt(pow(v0, 2) * pow(sin(angle), 2) + 2 * _gravity * initial_throw_height)
|
||||
var distance = abs(term1) + abs(term2)
|
||||
# print("distance to next spike")
|
||||
# print(pos.x + sign(v.x) * distance - node_pos.x)
|
||||
var safe_distance = block_size/2.0
|
||||
if (sign(initial_throw_height) < 0):
|
||||
safe_distance = block_size
|
||||
if(abs(pos.x + sign(v.x) * distance - node_pos.x) < safe_distance):
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
func calculate_jump_height(v: Vector2) -> float:
|
||||
return abs((pow(v.length(), 2) * pow(sin(v.angle()), 2))/(2*_gravity))
|
||||
return abs((pow(v.length(), 2) * pow(sin(v.angle()), 2))/(2*_gravity))
|
||||
|
||||
|
||||
# Only works for jumps on straight ground
|
||||
func calculate_jump_distance(v: Vector2) -> float:
|
||||
return abs((pow(v.length(), 2) * sin(-1 * 2 * v.angle()))/(_gravity))
|
||||
return abs((pow(v.length(), 2) * sin(-1 * 2 * v.angle()))/(_gravity))
|
||||
|
||||
|
||||
func jump_height_to_velocity(target_height: float, v: Vector2) -> Vector2:
|
||||
var initial_height = calculate_jump_height(v)
|
||||
return v.normalized() * sqrt(pow(v.length(),2)/(initial_height/target_height))
|
||||
var initial_height = calculate_jump_height(v)
|
||||
return v.normalized() * sqrt(pow(v.length(),2)/(initial_height/target_height))
|
||||
|
||||
|
||||
# Changes a Vector for a jump to the targeted distance, keeping the angle
|
||||
func change_jump_distance(target_distance: float, v: Vector2) -> Vector2:
|
||||
var initial_distance = calculate_jump_distance(v)
|
||||
return v.normalized() * sqrt(pow(v.length(),2)/(initial_distance/target_distance))
|
||||
var initial_distance = calculate_jump_distance(v)
|
||||
return v.normalized() * sqrt(pow(v.length(),2)/(initial_distance/target_distance))
|
||||
|
||||
|
||||
# Takes an angle and a distance to calculate a jump launching at that angle and covering the distance
|
||||
func velocity_for_jump_distance(distance: float = default_jump_distance*block_size, angle: float = deg2rad(default_jump_angle)) -> Vector2:
|
||||
var abs_velocity = sqrt((distance * _gravity)/sin(2*angle))
|
||||
return Vector2(abs_velocity,0).rotated(-1*angle)
|
||||
var abs_velocity = sqrt((distance * _gravity)/sin(2*angle))
|
||||
return Vector2(abs_velocity,0).rotated(-1*angle)
|
||||
|
||||
|
||||
func can_reverse_facing_direction() -> bool:
|
||||
if(is_on_floor() && !has_reversed):
|
||||
return true
|
||||
return false
|
||||
if(is_on_floor() && !has_reversed):
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
# Returns a jump velocity that has the target_position in it's path
|
||||
func attack_jump(target_position: Vector2) -> Vector2:
|
||||
var target_vector = target_position - global_position
|
||||
target_vector = Vector2(abs(target_vector.x), target_vector.y)
|
||||
var jump_angle = target_vector.angle()
|
||||
var v = Vector2()
|
||||
# TODO Tunable parameters
|
||||
if jump_angle < deg2rad(-30):
|
||||
v = velocity_for_jump_distance(target_vector.x, deg2rad(default_jump_angle))
|
||||
v = jump_height_to_velocity(abs(target_vector.y), v)
|
||||
else:
|
||||
v = velocity_for_jump_distance(target_vector.x * 1.5,deg2rad(45))
|
||||
v = correct_jump_direction(v)
|
||||
return v
|
||||
var target_vector = target_position - global_position
|
||||
target_vector = Vector2(abs(target_vector.x), target_vector.y)
|
||||
var jump_angle = target_vector.angle()
|
||||
var v = Vector2()
|
||||
# TODO Tunable parameters
|
||||
if jump_angle < deg2rad(-30):
|
||||
v = velocity_for_jump_distance(target_vector.x, deg2rad(default_jump_angle))
|
||||
v = jump_height_to_velocity(abs(target_vector.y), v)
|
||||
else:
|
||||
v = velocity_for_jump_distance(target_vector.x * 1.5,deg2rad(45))
|
||||
v = correct_jump_direction(v)
|
||||
return v
|
||||
|
||||
|
||||
# Checks the feeler ray for collisions and returns collider or null
|
||||
func check_feeler(v: Vector2, _offset = Vector2(0,0)) -> Object:
|
||||
var prev_position = feeler_raycast.position
|
||||
feeler_raycast.position += _offset
|
||||
feeler_raycast.cast_to = v
|
||||
feeler_raycast.force_raycast_update()
|
||||
var collider = feeler_raycast.get_collider()
|
||||
feeler_raycast.position = prev_position
|
||||
return collider
|
||||
var prev_position = feeler_raycast.position
|
||||
feeler_raycast.position += _offset
|
||||
feeler_raycast.cast_to = v
|
||||
feeler_raycast.force_raycast_update()
|
||||
var collider = feeler_raycast.get_collider()
|
||||
feeler_raycast.position = prev_position
|
||||
return collider
|
||||
|
||||
|
||||
func reverse_facing_direction() -> void:
|
||||
has_reversed = true
|
||||
# print("reversing direction")
|
||||
orientation.cast_to.x *= -1
|
||||
has_reversed = true
|
||||
# print("reversing direction")
|
||||
orientation.cast_to.x *= -1
|
||||
|
||||
|
||||
func get_facing_direction() -> float:
|
||||
return orientation.cast_to.x
|
||||
return orientation.cast_to.x
|
||||
|
||||
|
||||
func _on_HurtTimer_timeout() -> void:
|
||||
is_hurt = false
|
||||
#if(is_bound): add_to_group("harmful")
|
||||
$FrogSprite.material = null
|
||||
is_hurt = false
|
||||
#if(is_bound): add_to_group("harmful")
|
||||
$FrogSprite.material = null
|
||||
|
||||
@ -7,42 +7,45 @@ extends Node
|
||||
export(Resource) var gsr
|
||||
|
||||
func set_progress(value) -> void:
|
||||
gsr.progress_dict = value
|
||||
SaveManager.save_default()
|
||||
gsr.progress_dict = value
|
||||
SaveManager.save_default()
|
||||
|
||||
func get_progress() -> Dictionary:
|
||||
return gsr.progress_dict
|
||||
return gsr.progress_dict
|
||||
|
||||
func save() -> void:
|
||||
SaveManager.save_default()
|
||||
|
||||
func set_savepoint(levelName: String, position: Vector2) -> void:
|
||||
if(!gsr.progress_dict.has(levelName)):
|
||||
gsr.progress_dict[levelName] = {}
|
||||
gsr.progress_dict[levelName]["savepoint"] = position
|
||||
SaveManager.save_default()
|
||||
if(!gsr.progress_dict.has(levelName)):
|
||||
gsr.progress_dict[levelName] = {}
|
||||
gsr.progress_dict[levelName]["savepoint"] = position
|
||||
SaveManager.save_default()
|
||||
|
||||
func get_property_value(levelName: String, propertyName: String) -> int:
|
||||
if gsr.progress_dict.has(levelName) && gsr.progress_dict[levelName].has(propertyName):
|
||||
return gsr.progress_dict[levelName][propertyName]
|
||||
else:
|
||||
return 0
|
||||
if gsr.progress_dict.has(levelName) && gsr.progress_dict[levelName].has(propertyName):
|
||||
return gsr.progress_dict[levelName][propertyName]
|
||||
else:
|
||||
return 0
|
||||
|
||||
func get_savepoint(levelName: String) -> Vector2:
|
||||
if gsr.progress_dict.has(levelName) && gsr.progress_dict[levelName].has("savepoint"):
|
||||
return gsr.progress_dict[levelName]["savepoint"]
|
||||
else:
|
||||
return Vector2()
|
||||
if gsr.progress_dict.has(levelName) && gsr.progress_dict[levelName].has("savepoint"):
|
||||
return gsr.progress_dict[levelName]["savepoint"]
|
||||
else:
|
||||
return Vector2()
|
||||
|
||||
# TODO This is permanent immediatly
|
||||
func set_wallet(value) -> void:
|
||||
gsr.wallet = value
|
||||
SaveManager.save_default()
|
||||
gsr.wallet = value
|
||||
SaveManager.save_default()
|
||||
|
||||
func reinstate() -> void:
|
||||
if gsr.input_map.size() <= 1:
|
||||
InputMap.load_from_globals()
|
||||
return
|
||||
for action in gsr.input_map:
|
||||
InputMap.action_erase_events(action)
|
||||
# if(gsr.input_map[action].size() > 0 && gsr.input_map[action].size() < 2):
|
||||
# InputMap.load_from_globals()
|
||||
for input_event in gsr.input_map[action]:
|
||||
InputMap.action_add_event(action, input_event)
|
||||
if gsr.input_map.size() <= 1:
|
||||
InputMap.load_from_globals()
|
||||
return
|
||||
for action in gsr.input_map:
|
||||
InputMap.action_erase_events(action)
|
||||
# if(gsr.input_map[action].size() > 0 && gsr.input_map[action].size() < 2):
|
||||
# InputMap.load_from_globals()
|
||||
for input_event in gsr.input_map[action]:
|
||||
InputMap.action_add_event(action, input_event)
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=17 format=2]
|
||||
[gd_scene load_steps=15 format=2]
|
||||
|
||||
[ext_resource path="res://src/Utilities/LevelState.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://src/UserInterface/UserInterface.tscn" type="PackedScene" id=2]
|
||||
@ -10,10 +10,8 @@
|
||||
[ext_resource path="res://src/Contraptions/Portal/Portal.tscn" type="PackedScene" id=8]
|
||||
[ext_resource path="res://src/Actors/Blobby/Blobby.tscn" type="PackedScene" id=9]
|
||||
[ext_resource path="res://src/Levels/Level 1.gd" type="Script" id=10]
|
||||
[ext_resource path="res://addons/controller_icons/objects/Button.gd" type="Script" id=11]
|
||||
[ext_resource path="res://src/Levels/TutorialThingy.gd" type="Script" id=12]
|
||||
|
||||
[sub_resource type="AnimationNodeStateMachinePlayback" id=4]
|
||||
[sub_resource type="AnimationNodeStateMachinePlayback" id=14]
|
||||
|
||||
[sub_resource type="ConvexPolygonShape2D" id=12]
|
||||
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
|
||||
@ -101,18 +99,6 @@ unique_name_in_owner = true
|
||||
[node name="Timer" parent="UserInterface/HUD/HUDOverlay/GetBackTimer" index="0"]
|
||||
wait_time = 20.0
|
||||
|
||||
[node name="TutorialThingy" type="Sprite" parent="."]
|
||||
z_index = 3
|
||||
script = ExtResource( 12 )
|
||||
|
||||
[node name="ControllerButton" type="Button" parent="TutorialThingy"]
|
||||
visible = false
|
||||
margin_left = -10.0
|
||||
margin_top = -10.0
|
||||
margin_right = 10.0
|
||||
margin_bottom = 10.0
|
||||
script = ExtResource( 11 )
|
||||
|
||||
[node name="BlobbyCam" parent="." instance=ExtResource( 3 )]
|
||||
unique_name_in_owner = true
|
||||
drag_margin_bottom = 0.3
|
||||
@ -121,16 +107,16 @@ drag_margin_bottom = 0.3
|
||||
visible = true
|
||||
|
||||
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
|
||||
frame = 11
|
||||
frame = 3
|
||||
|
||||
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
|
||||
frame = 4
|
||||
frame = 6
|
||||
|
||||
[node name="Blobby" parent="." instance=ExtResource( 9 )]
|
||||
unique_name_in_owner = true
|
||||
|
||||
[node name="AnimationTree" parent="Blobby/BlobbySprite" index="0"]
|
||||
parameters/playback = SubResource( 4 )
|
||||
parameters/playback = SubResource( 14 )
|
||||
|
||||
[node name="TileMap" type="TileMap" parent="."]
|
||||
unique_name_in_owner = true
|
||||
|
||||
@ -44,10 +44,10 @@ unique_name_in_owner = true
|
||||
drag_margin_bottom = 0.3
|
||||
|
||||
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
|
||||
frame = 7
|
||||
frame = 5
|
||||
|
||||
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
|
||||
frame = 12
|
||||
frame = 10
|
||||
|
||||
[node name="Blobby" parent="." instance=ExtResource( 9 )]
|
||||
unique_name_in_owner = true
|
||||
@ -228,19 +228,19 @@ position = Vector2( 756, -15 )
|
||||
z_index = -1
|
||||
|
||||
[node name="AnimatedSprite" parent="Coin" index="2"]
|
||||
frame = 301
|
||||
frame = 5
|
||||
|
||||
[node name="Coin2" parent="." instance=ExtResource( 11 )]
|
||||
position = Vector2( 744, -120 )
|
||||
|
||||
[node name="AnimatedSprite" parent="Coin2" index="2"]
|
||||
frame = 232
|
||||
frame = 250
|
||||
|
||||
[node name="Coin3" parent="." instance=ExtResource( 11 )]
|
||||
position = Vector2( 1320, -282 )
|
||||
|
||||
[node name="AnimatedSprite" parent="Coin3" index="2"]
|
||||
frame = 232
|
||||
frame = 250
|
||||
|
||||
[node name="Coin4" parent="." instance=ExtResource( 11 )]
|
||||
position = Vector2( 2340, -156 )
|
||||
|
||||
@ -47,10 +47,10 @@ unique_name_in_owner = true
|
||||
drag_margin_bottom = 0.3
|
||||
|
||||
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
|
||||
frame = 4
|
||||
frame = 5
|
||||
|
||||
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
|
||||
frame = 3
|
||||
frame = 7
|
||||
|
||||
[node name="Blobby" parent="." instance=ExtResource( 5 )]
|
||||
unique_name_in_owner = true
|
||||
@ -67,6 +67,9 @@ position = Vector2( 264, -36 )
|
||||
position = Vector2( 837, 72 )
|
||||
aggressive = false
|
||||
|
||||
[node name="FlyerSprite" parent="Flyer" index="2"]
|
||||
frame = 0
|
||||
|
||||
[node name="AnimationTree" parent="Flyer/FlyerSprite" index="1"]
|
||||
parameters/playback = SubResource( 5 )
|
||||
|
||||
|
||||
@ -1 +1,34 @@
|
||||
extends LevelTemplate
|
||||
|
||||
func _ready() -> void:
|
||||
var t = Timer.new()
|
||||
t.set_wait_time(3)
|
||||
t.set_one_shot(true)
|
||||
self.add_child(t)
|
||||
t.start()
|
||||
yield(t, "timeout")
|
||||
levelState.register_tutorial("move_right")
|
||||
spawn_tutorial_thingy("move_right")
|
||||
t.start()
|
||||
yield(t, "timeout")
|
||||
levelState.register_tutorial("move_left")
|
||||
spawn_tutorial_thingy("move_left")
|
||||
t.start()
|
||||
yield(t, "timeout")
|
||||
levelState.register_tutorial("jump")
|
||||
spawn_tutorial_thingy("jump")
|
||||
t.queue_free()
|
||||
|
||||
|
||||
func spawn_tutorial_thingy(action: String) -> void:
|
||||
var show_prompt: bool = GlobalState.gsr["tutorial_prompts"][action]
|
||||
var thingy = ResourceLoader.load("res://src/UserInterface/TutorialThingy.tscn")
|
||||
var instance = thingy.instance()
|
||||
instance.action = action
|
||||
var center = get_tree().root.get_child(3).get_node("%BlobbyCam").get_camera_screen_center()
|
||||
var viewport = get_viewport_rect().size - Vector2(40,40)
|
||||
instance.position = Vector2(rand_range(center.x - viewport.x/2, center.x + viewport.x/2), rand_range(center.y - viewport.y/2, center.y + viewport.y/2))
|
||||
instance.velocity *= Vector2(sign(rand_range(-1,1)),sign(rand_range(-1,1)))
|
||||
add_child(instance)
|
||||
|
||||
|
||||
|
||||
@ -35,9 +35,6 @@ wait_time = 20.0
|
||||
unique_name_in_owner = true
|
||||
drag_margin_bottom = 0.3
|
||||
|
||||
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
|
||||
frame = 4
|
||||
|
||||
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
|
||||
frame = 3
|
||||
|
||||
|
||||
@ -5,6 +5,8 @@ onready var signalManager := $"%SignalManager"
|
||||
onready var levelState := $"%LevelState"
|
||||
|
||||
func _ready() -> void:
|
||||
signalManager.emit_signal("level_loaded")
|
||||
get_tree().paused = false
|
||||
|
||||
# should spawn the tutorial thingies which are still remembered in the progress dictionary
|
||||
signalManager.emit_signal("level_loaded")
|
||||
get_tree().paused = false
|
||||
|
||||
|
||||
|
||||
@ -1,38 +0,0 @@
|
||||
extends Sprite
|
||||
var screen_size: Vector2
|
||||
var velocity = Vector2(1,1)
|
||||
onready var blobby = $"%Blobby"
|
||||
onready var cam = $"%BlobbyCam"
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
$ControllerButton.path = "move_right"
|
||||
screen_size = cam.screen_rect
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
# TODO process less in each frame
|
||||
self.texture = $ControllerButton.icon
|
||||
self.scale.x = 0.5
|
||||
self.scale.y = 0.5
|
||||
var tex_size = Vector2(self.texture.get_width(), self.texture.get_height()/4)
|
||||
var up_left_pos = cam.get_global_transform().affine_inverse() * (position - tex_size/2)
|
||||
var down_right_pos = cam.get_global_transform().affine_inverse() * (position + tex_size/2)
|
||||
|
||||
var screen_stretch_factor = get_tree().root.size / screen_size
|
||||
var blobby_screen_pos = (blobby.get_viewport_transform() * (blobby.position))/screen_stretch_factor
|
||||
var corrected_screen = screen_size - blobby_screen_pos
|
||||
print(get_tree().root.get_visible_rect().position)
|
||||
|
||||
if up_left_pos.x + blobby_screen_pos.x <= 0:
|
||||
velocity.x = 1
|
||||
elif down_right_pos.x >= corrected_screen.x:
|
||||
velocity.x = -1
|
||||
|
||||
if up_left_pos.y + blobby_screen_pos.y <= 0:
|
||||
velocity.y = 1
|
||||
elif down_right_pos.y >= corrected_screen.y:
|
||||
velocity.y = -1
|
||||
|
||||
self.position += velocity
|
||||
|
||||
|
||||
@ -8,34 +8,34 @@ onready var pause_title: Label = get_node("PauseOverlay/Title")
|
||||
var paused := false setget set_paused
|
||||
|
||||
func _ready():
|
||||
#signalManager.connect("player_died", self, "_on_GlobalState_player_died")
|
||||
$ControlsMenu.visible = false
|
||||
pass
|
||||
#signalManager.connect("player_died", self, "_on_GlobalState_player_died")
|
||||
$ControlsMenu.visible = false
|
||||
pass
|
||||
|
||||
|
||||
func _on_GlobalState_player_died() -> void:
|
||||
self.paused = true
|
||||
pause_title.text = "You lost"
|
||||
self.paused = true
|
||||
pause_title.text = "You lost"
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
# TODO don't match for specific text... why did i even consider that... did I pull that from the tutorial???
|
||||
if event.is_action_pressed("pause") && pause_title.text != "You lost" && !$ControlsMenu.visible:
|
||||
#not oder ! schaltet einen boolean um
|
||||
#Ist self hier notwendig?
|
||||
self.paused = not paused
|
||||
get_tree().set_input_as_handled()
|
||||
# TODO don't match for specific text... why did i even consider that... did I pull that from the tutorial???
|
||||
if event.is_action_pressed("pause") && pause_title.text != "You lost" && !$ControlsMenu.visible:
|
||||
#not oder ! schaltet einen boolean um
|
||||
#Ist self hier notwendig?
|
||||
self.paused = not paused
|
||||
get_tree().set_input_as_handled()
|
||||
|
||||
|
||||
func set_paused(value: bool) -> void:
|
||||
paused = value
|
||||
get_tree().paused = value
|
||||
pause_overlay.visible = value
|
||||
if value == true:
|
||||
$PauseOverlay/VBoxContainer/Continue.grab_focus()
|
||||
paused = value
|
||||
get_tree().paused = value
|
||||
pause_overlay.visible = value
|
||||
if value == true:
|
||||
$PauseOverlay/VBoxContainer/Continue.grab_focus()
|
||||
|
||||
|
||||
func _on_Controls_button_up() -> void:
|
||||
$ControlsMenu.visible = true
|
||||
$PauseOverlay.visible = false
|
||||
$ControlsMenu/ProfilesMenu.grab_focus()
|
||||
$ControlsMenu.visible = true
|
||||
$PauseOverlay.visible = false
|
||||
$ControlsMenu/ProfilesMenu.grab_focus()
|
||||
|
||||
@ -5,36 +5,36 @@ onready var changes_made := false
|
||||
onready var changes_saved := false
|
||||
|
||||
func _ready():
|
||||
$InputMapper.connect('profile_changed', self, 'rebuild')
|
||||
$InputMapper.initialize_profiles()
|
||||
$ProfilesMenu.initialize($InputMapper)
|
||||
$ProfilesMenu.grab_focus()
|
||||
$InputMapper.change_profile($ProfilesMenu.selected)
|
||||
$InputMapper.connect('profile_changed', self, 'rebuild')
|
||||
$InputMapper.initialize_profiles()
|
||||
$ProfilesMenu.initialize($InputMapper)
|
||||
$ProfilesMenu.grab_focus()
|
||||
$InputMapper.change_profile($ProfilesMenu.selected)
|
||||
|
||||
func rebuild(input_profile):
|
||||
_action_list.clear()
|
||||
var first = true
|
||||
for input_action in input_profile.keys():
|
||||
if(input_action.ends_with("_old") || input_action.begins_with(("ui_"))):
|
||||
continue
|
||||
var line = _action_list.add_input_line(input_action, input_profile[input_action])
|
||||
if first:
|
||||
$ProfilesMenu.focus_neighbour_bottom = line.get_child(2).get_path()
|
||||
$Back.focus_neighbour_top = line.get_child(2).get_path()
|
||||
$Save.focus_neighbour_top = line.get_child(2).get_path()
|
||||
$Reset.focus_neighbour_top = line.get_child(2).get_path()
|
||||
first = false
|
||||
line.get_child(2).focus_neighbour_left = $Back.get_path()
|
||||
line.get_child(2).focus_neighbour_right = $Save.get_path()
|
||||
line.connect('change_button_pressed', self, '_on_InputLine_change_button_pressed', [input_action, line])
|
||||
_action_list.clear()
|
||||
var first = true
|
||||
for input_action in input_profile.keys():
|
||||
if(input_action.ends_with("_old") || input_action.begins_with(("ui_"))):
|
||||
continue
|
||||
var line = _action_list.add_input_line(input_action, input_profile[input_action])
|
||||
if first:
|
||||
$ProfilesMenu.focus_neighbour_bottom = line.get_child(2).get_path()
|
||||
$Back.focus_neighbour_top = line.get_child(2).get_path()
|
||||
$Save.focus_neighbour_top = line.get_child(2).get_path()
|
||||
$Reset.focus_neighbour_top = line.get_child(2).get_path()
|
||||
first = false
|
||||
line.get_child(2).focus_neighbour_left = $Back.get_path()
|
||||
line.get_child(2).focus_neighbour_right = $Save.get_path()
|
||||
line.connect('change_button_pressed', self, '_on_InputLine_change_button_pressed', [input_action, line])
|
||||
|
||||
func _on_InputLine_change_button_pressed(action_name, line):
|
||||
var old_event = $InputMapper.get_selected_profile()[action_name]
|
||||
$"%KeySelectMenu".open()
|
||||
var event = yield($"%KeySelectMenu", "key_selected")
|
||||
if event == null:
|
||||
return
|
||||
if($InputMapper.change_action_key(action_name, event, old_event)):
|
||||
changes_made = true
|
||||
changes_saved = false
|
||||
line.update_key(event)
|
||||
var old_event = $InputMapper.get_selected_profile()[action_name]
|
||||
$"%KeySelectMenu".open()
|
||||
var event = yield($"%KeySelectMenu", "key_selected")
|
||||
if event == null:
|
||||
return
|
||||
if($InputMapper.change_action_key(action_name, event, old_event)):
|
||||
changes_made = true
|
||||
changes_saved = false
|
||||
line.update_key(event)
|
||||
|
||||
@ -183,8 +183,6 @@ follow_focus = true
|
||||
|
||||
[node name="ActionKeyList" type="VBoxContainer" parent="KeymapViewer/ScrollContainer"]
|
||||
unique_name_in_owner = true
|
||||
margin_right = 552.0
|
||||
margin_bottom = 177.0
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
script = ExtResource( 14 )
|
||||
|
||||
63
src/UserInterface/TutorialThingy.gd
Normal file
63
src/UserInterface/TutorialThingy.gd
Normal file
@ -0,0 +1,63 @@
|
||||
extends Node2D
|
||||
export var action = "move_right"
|
||||
export var velocity = Vector2(0.309,0.309)
|
||||
export var press_limit = 3
|
||||
|
||||
onready var levelState := get_tree().root.get_child(3).get_node("%LevelState")
|
||||
onready var cam = null
|
||||
onready var button = $Button
|
||||
|
||||
var screen_size: Vector2
|
||||
var tex_size: Vector2
|
||||
var screen_stretch_factor: Vector2
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if(ControllerIcons.parse_event(event) == button.texture):
|
||||
press_limit -= 1
|
||||
if press_limit < -1:
|
||||
# Should delete itself from the progress dictionary when destroyed
|
||||
$AnimationPlayer.play("cease_4_exist")
|
||||
|
||||
func _ready() -> void:
|
||||
# Should save itself into the progress dictionary upon creation
|
||||
$Button/ControllerButton.path = action
|
||||
button.texture = $Button/ControllerButton.icon
|
||||
button.scale.x = 0.4
|
||||
button.scale.y = 0.4
|
||||
tex_size = Vector2(button.texture.get_width()/2, button.texture.get_height()/2) * button.scale * 0.75
|
||||
$Area/CollisionShape2D.shape.extents = tex_size
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if(cam == null):
|
||||
cam = get_tree().root.get_child(3).get_node("%BlobbyCam")
|
||||
return
|
||||
button.texture = $Button/ControllerButton.icon
|
||||
# TODO process less in each frame
|
||||
var up_left_pos = cam.get_global_transform().affine_inverse() * (position - tex_size * self.scale)
|
||||
var down_right_pos = cam.get_global_transform().affine_inverse() * (position + tex_size * self.scale)
|
||||
|
||||
if up_left_pos.x <= cam.screen_left.x:
|
||||
velocity.x = abs(velocity.x)
|
||||
elif down_right_pos.x >= cam.screen_right.x:
|
||||
velocity.x = -abs(velocity.x)
|
||||
|
||||
if up_left_pos.y <= cam.screen_top.y:
|
||||
velocity.y = abs(velocity.y)
|
||||
elif down_right_pos.y >= cam.screen_bottom.y:
|
||||
velocity.y = -abs(velocity.y)
|
||||
|
||||
self.position += velocity
|
||||
|
||||
|
||||
func _on_Area_area_entered(area: Area2D) -> void:
|
||||
var d = area.global_position - position
|
||||
print(d)
|
||||
if(abs(d.y) > tex_size.y * 2 - 1):
|
||||
velocity.y *= -1
|
||||
pass
|
||||
else:
|
||||
velocity.x *=-1
|
||||
|
||||
func _lesson_learned() -> void:
|
||||
levelState.absolved_tutorial(action)
|
||||
queue_free()
|
||||
97
src/UserInterface/TutorialThingy.tscn
Normal file
97
src/UserInterface/TutorialThingy.tscn
Normal file
@ -0,0 +1,97 @@
|
||||
[gd_scene load_steps=8 format=2]
|
||||
|
||||
[ext_resource path="res://assets/effects/pixelDissolve.tres" type="Material" id=1]
|
||||
[ext_resource path="res://src/UserInterface/TutorialThingy.gd" type="Script" id=2]
|
||||
[ext_resource path="res://addons/controller_icons/objects/Button.gd" type="Script" id=3]
|
||||
[ext_resource path="res://assets/environment/decor/screen/Screen3.png" type="Texture" id=4]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=3]
|
||||
|
||||
[sub_resource type="Animation" id=4]
|
||||
length = 0.001
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Button:material:shader_param/progress")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 0,
|
||||
"values": [ 0.0 ]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=5]
|
||||
resource_name = "cease_4_exist"
|
||||
length = 0.618
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Button:material:shader_param/progress")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0, 0.3 ),
|
||||
"transitions": PoolRealArray( 1, 1 ),
|
||||
"update": 0,
|
||||
"values": [ 0.0, 1.0 ]
|
||||
}
|
||||
tracks/1/type = "method"
|
||||
tracks/1/path = NodePath(".")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/keys = {
|
||||
"times": PoolRealArray( 0.4 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"values": [ {
|
||||
"args": [ ],
|
||||
"method": "_lesson_learned"
|
||||
} ]
|
||||
}
|
||||
|
||||
[node name="TutorialThingy" type="Node2D"]
|
||||
script = ExtResource( 2 )
|
||||
|
||||
[node name="Button" type="Sprite" parent="."]
|
||||
material = ExtResource( 1 )
|
||||
z_index = 3
|
||||
|
||||
[node name="ControllerButton" type="Button" parent="Button"]
|
||||
visible = false
|
||||
margin_right = 12.0
|
||||
margin_bottom = 20.0
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="Label" type="Label" parent="."]
|
||||
visible = false
|
||||
margin_left = -34.0
|
||||
margin_top = -49.0
|
||||
margin_right = 99.0
|
||||
margin_bottom = 50.0
|
||||
text = "Move Right:
|
||||
|
||||
|
||||
|
||||
|
||||
"
|
||||
uppercase = true
|
||||
|
||||
[node name="Area" type="Area2D" parent="."]
|
||||
collision_layer = 512
|
||||
collision_mask = 512
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area"]
|
||||
shape = SubResource( 3 )
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
||||
anims/RESET = SubResource( 4 )
|
||||
anims/cease_4_exist = SubResource( 5 )
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="."]
|
||||
visible = false
|
||||
texture = ExtResource( 4 )
|
||||
|
||||
[connection signal="area_entered" from="Area" to="." method="_on_Area_area_entered"]
|
||||
@ -3,5 +3,5 @@ class_name GlobalStateResource
|
||||
|
||||
export(Dictionary) var progress_dict := {}
|
||||
export(int) var wallet := 0
|
||||
export(Dictionary) var tutorial_prompts := {}
|
||||
export(Dictionary) var input_map
|
||||
export(bool) var show_tutorial
|
||||
|
||||
@ -12,81 +12,92 @@ var frees: = 0 setget set_frees
|
||||
var is_dead: = false setget set_dead
|
||||
|
||||
func _ready() -> void:
|
||||
signalManager.connect("level_completed", self, "_on_level_completed")
|
||||
signalManager.connect("player_died", self, "player_dying")
|
||||
signalManager.connect("level_completed", self, "_on_level_completed")
|
||||
signalManager.connect("player_died", self, "player_dying")
|
||||
|
||||
func reset() -> void:
|
||||
deaths = 0
|
||||
kills = 0
|
||||
currency = 0
|
||||
frees = 0
|
||||
# TODO Maybe not the place for this?
|
||||
if GlobalState.gsr.progress_dict.has(levelName):
|
||||
GlobalState.gsr.progress_dict[levelName].erase("savepoint")
|
||||
deaths = 0
|
||||
kills = 0
|
||||
currency = 0
|
||||
frees = 0
|
||||
# TODO Maybe not the place for this?
|
||||
if GlobalState.gsr.progress_dict.has(levelName):
|
||||
GlobalState.gsr.progress_dict[levelName].erase("savepoint")
|
||||
|
||||
func set_currency(value: int) -> void:
|
||||
currency = value
|
||||
signalManager.emit_signal("currency_updated")
|
||||
currency = value
|
||||
signalManager.emit_signal("currency_updated")
|
||||
|
||||
func set_deaths(value: int) -> void:
|
||||
deaths = value
|
||||
deaths = value
|
||||
|
||||
func set_kills(value: int) -> void:
|
||||
kills = value
|
||||
signalManager.emit_signal("kills_updated")
|
||||
kills = value
|
||||
signalManager.emit_signal("kills_updated")
|
||||
|
||||
func set_frees(value: int) -> void:
|
||||
frees = value
|
||||
signalManager.emit_signal("frees_updated")
|
||||
frees = value
|
||||
signalManager.emit_signal("frees_updated")
|
||||
|
||||
func set_dead(value: bool) -> void:
|
||||
is_dead = value
|
||||
is_dead = value
|
||||
|
||||
func register_tutorial(action_path: String) -> void:
|
||||
if(GlobalState.gsr.tutorial_prompts.has(action_path)):
|
||||
return
|
||||
GlobalState.gsr.tutorial_prompts[action_path] = true
|
||||
GlobalState.save()
|
||||
|
||||
func absolved_tutorial(action_path: String) -> void:
|
||||
if(!GlobalState.gsr.tutorial_prompts.has(action_path)):
|
||||
return
|
||||
GlobalState.gsr.tutorial_prompts[action_path] = false
|
||||
GlobalState.save()
|
||||
|
||||
# Spends the currency when enough is available
|
||||
# and returns true if so. Else it does not spend and return false.
|
||||
func spend_currency(cost: int) -> bool:
|
||||
if GlobalState.gsr.wallet + currency < cost:
|
||||
return false
|
||||
var remainder = currency - cost
|
||||
if remainder >= 0:
|
||||
currency = remainder
|
||||
else:
|
||||
currency = 0
|
||||
GlobalState.set_wallet(GlobalState.gsr.wallet + remainder)
|
||||
return true
|
||||
|
||||
if GlobalState.gsr.wallet + currency < cost:
|
||||
return false
|
||||
var remainder = currency - cost
|
||||
if remainder >= 0:
|
||||
currency = remainder
|
||||
else:
|
||||
currency = 0
|
||||
GlobalState.set_wallet(GlobalState.gsr.wallet + remainder)
|
||||
return true
|
||||
|
||||
func _on_level_completed():
|
||||
update_global_state()
|
||||
reset()
|
||||
update_global_state()
|
||||
reset()
|
||||
|
||||
func update_global_state() -> void:
|
||||
var progress_dict : Dictionary = GlobalState.get_progress()
|
||||
var levelProgress : Dictionary = {}
|
||||
var progress_dict : Dictionary = GlobalState.get_progress()
|
||||
var levelProgress : Dictionary = {}
|
||||
|
||||
levelProgress["currency"] = currency
|
||||
levelProgress["kills"] = kills
|
||||
levelProgress["deaths"] = deaths
|
||||
levelProgress["frees"] = frees
|
||||
|
||||
# TODO Doesnt account for multiple plays of same level
|
||||
if !progress_dict.has(levelName):
|
||||
progress_dict[levelName] = levelProgress
|
||||
else:
|
||||
progress_dict[levelName]["currency"] = GlobalState.get_property_value(levelName,"currency") + currency
|
||||
progress_dict[levelName]["kills"] = GlobalState.get_property_value(levelName,"kills") + kills
|
||||
progress_dict[levelName]["deaths"] = GlobalState.get_property_value(levelName,"deaths") + deaths
|
||||
progress_dict[levelName]["frees"] = GlobalState.get_property_value(levelName,"frees") + frees
|
||||
levelProgress["currency"] = currency
|
||||
levelProgress["kills"] = kills
|
||||
levelProgress["deaths"] = deaths
|
||||
levelProgress["frees"] = frees
|
||||
|
||||
# TODO Doesnt account for multiple plays of same level
|
||||
if !progress_dict.has(levelName):
|
||||
progress_dict[levelName] = levelProgress
|
||||
else:
|
||||
progress_dict[levelName]["currency"] = GlobalState.get_property_value(levelName,"currency") + currency
|
||||
progress_dict[levelName]["kills"] = GlobalState.get_property_value(levelName,"kills") + kills
|
||||
progress_dict[levelName]["deaths"] = GlobalState.get_property_value(levelName,"deaths") + deaths
|
||||
progress_dict[levelName]["frees"] = GlobalState.get_property_value(levelName,"frees") + frees
|
||||
|
||||
# TODO Wallet is independant from progress_dict because???
|
||||
GlobalState.set_wallet(GlobalState.gsr.wallet + currency)
|
||||
GlobalState.set_progress(progress_dict)
|
||||
# TODO Wallet is independant from progress_dict because???
|
||||
GlobalState.set_wallet(GlobalState.gsr.wallet + currency)
|
||||
GlobalState.set_progress(progress_dict)
|
||||
|
||||
func player_dying(animation_number: int = 0) -> void:
|
||||
currency = 0
|
||||
kills = 0
|
||||
frees = 0
|
||||
is_dead = true
|
||||
deaths += 1
|
||||
update_global_state()
|
||||
deaths = 0
|
||||
currency = 0
|
||||
kills = 0
|
||||
frees = 0
|
||||
is_dead = true
|
||||
deaths += 1
|
||||
update_global_state()
|
||||
deaths = 0
|
||||
|
||||
Loading…
Reference in New Issue
Block a user