feat: Flying Tutorial Prompts, Tutorial State, Cam fix

A small frog fix, for jump height.
Better screen size detection for the camera
This commit is contained in:
Jakob Feldmann 2023-06-26 23:14:07 +02:00
parent 495e6ed2ed
commit 93578d4896
23 changed files with 1023 additions and 776 deletions

View File

@ -0,0 +1,45 @@
shader_type canvas_item;
uniform sampler2D noise_tex_normal;
uniform sampler2D noise_tex;
uniform float progress : hint_range(0.0, 1.0);
uniform float scale : hint_range(0.0, 100.0);
uniform float strength = 1.0;
// If your sprite doesn't have enough space and the explosion gets clipped,
// you can uncomment this and adjust the scale
void vertex() {
VERTEX *= scale;
UV *= scale;
UV -= (scale - 1.0) / 2.0;
}
void fragment() {
vec2 direction = texture(noise_tex_normal, UV).xy; // We're using normal map as direction
direction -= 0.5; // Since our normal map is a texture, it ranges from 0.0 to 1.0...
direction *= 2.0; // ...so we're going to make it range from -1.0 to 1.0.
direction = direction * strength * progress;
// UV for exploded texture
vec2 tex_size = 1.0 / TEXTURE_PIXEL_SIZE; // Real texture size in pixels
vec2 uv = floor(UV * tex_size) / (tex_size - 1.0); // Pixelate UV to snap pixels
uv = uv - direction; // Distort UV
// Texture with exploded UV
vec4 tex = texture(TEXTURE, uv);
// Dissolve alpha
float dissolve = texture(noise_tex, UV).x;
dissolve = step(progress, dissolve);
tex.a *= dissolve;
// Border (in case the edge of your sprite stretches, otherwise you can remove this block)
vec2 border_uv = uv * 2.0 - 1.0;
border_uv = clamp(abs(border_uv), 0.0, 1.0);
float border = max(border_uv.x, border_uv.y);
border = ceil(1.0 - border);
tex.a *= border;
COLOR = tex;
}

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@ -0,0 +1,13 @@
[gd_resource type="ShaderMaterial" load_steps=3 format=2]
[ext_resource path="res://assets/effects/pixelDissolve.gdshader" type="Shader" id=1]
[ext_resource path="res://assets/effects/noise.png" type="Texture" id=2]
[resource]
resource_local_to_scene = true
shader = ExtResource( 1 )
shader_param/progress = 0.0
shader_param/scale = 1.0
shader_param/strength = 1.0
shader_param/noise_tex_normal = ExtResource( 2 )
shader_param/noise_tex = ExtResource( 2 )

View File

@ -261,6 +261,7 @@ ui_click={
2d_physics/layer_7="finnemajig" 2d_physics/layer_7="finnemajig"
2d_physics/layer_8="dropThrough" 2d_physics/layer_8="dropThrough"
2d_physics/layer_9="food" 2d_physics/layer_9="food"
2d_physics/layer_10="dynamicUI"
[physics] [physics]
@ -275,6 +276,7 @@ quality/intended_usage/framebuffer_allocation=0
quality/intended_usage/framebuffer_allocation.mobile=0 quality/intended_usage/framebuffer_allocation.mobile=0
2d/snapping/use_gpu_pixel_snap=true 2d/snapping/use_gpu_pixel_snap=true
threads/thread_model=2 threads/thread_model=2
quality/depth/hdr=false
environment/default_environment="res://default_env.tres" environment/default_environment="res://default_env.tres"
quality/2d/use_pixel_snap=true quality/2d/use_pixel_snap=true
environment/2d/use_nvidia_rect_flicker_workaround=true environment/2d/use_nvidia_rect_flicker_workaround=true

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@ -3201,6 +3201,7 @@ tracks/10/keys = {
[sub_resource type="Animation" id=9] [sub_resource type="Animation" id=9]
length = 0.5 length = 0.5
loop = true loop = true
step = 0.05
tracks/0/type = "value" tracks/0/type = "value"
tracks/0/path = NodePath(".:frame") tracks/0/path = NodePath(".:frame")
tracks/0/interp = 1 tracks/0/interp = 1
@ -3328,10 +3329,10 @@ tracks/10/loop_wrap = true
tracks/10/imported = false tracks/10/imported = false
tracks/10/enabled = true tracks/10/enabled = true
tracks/10/keys = { tracks/10/keys = {
"times": PoolRealArray( 0 ), "times": PoolRealArray( 0, 0.25, 0.5 ),
"transitions": PoolRealArray( 1 ), "transitions": PoolRealArray( 1, 1, 1 ),
"update": 0, "update": 0,
"values": [ Vector2( 1, 1 ) ] "values": [ Vector2( 1, 1 ), Vector2( 1, 1 ), Vector2( 1, 1 ) ]
} }
[sub_resource type="Animation" id=99] [sub_resource type="Animation" id=99]
@ -3474,6 +3475,7 @@ tracks/10/keys = {
[sub_resource type="Animation" id=73] [sub_resource type="Animation" id=73]
length = 0.15 length = 0.15
loop = true loop = true
step = 0.01
tracks/0/type = "value" tracks/0/type = "value"
tracks/0/path = NodePath(".:frame") tracks/0/path = NodePath(".:frame")
tracks/0/interp = 1 tracks/0/interp = 1
@ -3601,16 +3603,17 @@ tracks/10/loop_wrap = true
tracks/10/imported = false tracks/10/imported = false
tracks/10/enabled = true tracks/10/enabled = true
tracks/10/keys = { tracks/10/keys = {
"times": PoolRealArray( 0 ), "times": PoolRealArray( 0, 0.07 ),
"transitions": PoolRealArray( 1 ), "transitions": PoolRealArray( 1, 1 ),
"update": 0, "update": 0,
"values": [ Vector2( 1, 1 ) ] "values": [ Vector2( 1, 1 ), Vector2( 1.3, 1 ) ]
} }
[sub_resource type="Animation" id=101] [sub_resource type="Animation" id=101]
resource_name = "wallslideToJumpRight" resource_name = "wallslideToJumpRight"
length = 0.15 length = 0.15
loop = true loop = true
step = 0.01
tracks/0/type = "value" tracks/0/type = "value"
tracks/0/path = NodePath(".:frame") tracks/0/path = NodePath(".:frame")
tracks/0/interp = 1 tracks/0/interp = 1
@ -3738,10 +3741,10 @@ tracks/10/loop_wrap = true
tracks/10/imported = false tracks/10/imported = false
tracks/10/enabled = true tracks/10/enabled = true
tracks/10/keys = { tracks/10/keys = {
"times": PoolRealArray( 0 ), "times": PoolRealArray( 0, 0.08 ),
"transitions": PoolRealArray( 1 ), "transitions": PoolRealArray( 1, 1 ),
"update": 0, "update": 0,
"values": [ Vector2( -1, 1 ) ] "values": [ Vector2( -1, 1 ), Vector2( -1.3, 1 ) ]
} }
[sub_resource type="Animation" id=74] [sub_resource type="Animation" id=74]

View File

@ -17,7 +17,7 @@ var target_offset: Vector2 = Vector2(0,0)
export var camera_horizontal_shift = 60 export var camera_horizontal_shift = 60
export var offset_reset_seconds := 1 export var offset_reset_seconds := 1
export var offset_adapt_seconds := 1 export var offset_adapt_seconds := 1
export var offset_input_seconds := 0.618 export var offset_input_seconds := 0.618 * 2
onready var levelState := $"%LevelState" onready var levelState := $"%LevelState"
onready var signalManager := $"%SignalManager" onready var signalManager := $"%SignalManager"
@ -35,7 +35,8 @@ var texture = ImageTexture.new()
var prev_pos: Vector2 var prev_pos: Vector2
var camera_state := "centered" var camera_state := "centered"
var screen_rect = Vector2(ProjectSettings.get_setting("display/window/size/width") * zoom.x, ProjectSettings.get_setting("display/window/size/height") * zoom.y ) var screen_rect = Vector2()
var old_screen_rect = Vector2(ProjectSettings.get_setting("display/window/size/width") * zoom.x, ProjectSettings.get_setting("display/window/size/height") * zoom.y )
var screen_center = Vector2() var screen_center = Vector2()
var screen_bottom = Vector2() var screen_bottom = Vector2()
var screen_top = Vector2() var screen_top = Vector2()
@ -46,6 +47,7 @@ var screen_right = Vector2()
# Requires "TileMap" to be a sibling of blobby # Requires "TileMap" to be a sibling of blobby
func _ready(): func _ready():
_set_boundaries() _set_boundaries()
get_tree().get_root().connect("size_changed", self, "_set_boundaries")
self.position = blobby.global_position self.position = blobby.global_position
image.create(128, 2, false, Image.FORMAT_RGBAH) image.create(128, 2, false, Image.FORMAT_RGBAH)
# TODO Test Performance # TODO Test Performance
@ -60,7 +62,7 @@ func _on_SignalManager_terminal_activated(animation_number: int = 0):
#func _draw(): #func _draw():
# draw_line(Vector2((limit_left - position.x), screen_center.y), screen_left, Color(255, 0, 0), 1) # draw_line(Vector2((limit_left - position.x), screen_center.y), screen_left, Color(255, 0, 0), 1)
func _process(delta: float) -> void: func _physics_process(delta: float) -> void:
# update() # update()
screen_center = (get_camera_screen_center() - position) screen_center = (get_camera_screen_center() - position)
screen_bottom = screen_center + Vector2(0, screen_rect.y/2) screen_bottom = screen_center + Vector2(0, screen_rect.y/2)
@ -101,7 +103,14 @@ func _process(delta: float) -> void:
prev_pos = position prev_pos = position
_update_lighting_shader() _update_lighting_shader()
# TODO This has to be redone when the screen is resized in any way
# Otherwise the boundaries will not be correct anymore
func _set_boundaries(): func _set_boundaries():
screen_rect = get_viewport_rect().size
screen_rect.x *= zoom.x
screen_rect.y *= zoom.y
original_x_zoom = zoom.x
original_y_zoom = zoom.y
# This is ok, because it only happens on initialization # This is ok, because it only happens on initialization
# But it is also quite fickle # But it is also quite fickle
var tilemap = get_node("./%TileMap") var tilemap = get_node("./%TileMap")
@ -109,11 +118,11 @@ func _set_boundaries():
# New pngs -> completely new tiles and rebuild map # New pngs -> completely new tiles and rebuild map
var rect = tilemap.get_used_rect() var rect = tilemap.get_used_rect()
var cell_size = tilemap.cell_size var cell_size = tilemap.cell_size
# TODO +2 is fixed for camera issue in adjust horizontal # TODO is fixed for camera issue in adjust horizontal
limit_right = rect.end.x * cell_size.x - 8 limit_right = rect.end.x * cell_size.x - 6
limit_left = rect.position.x * cell_size.x + 8 limit_left = rect.position.x * cell_size.x + 6
limit_top = rect.position.y * cell_size.y + 8 limit_top = rect.position.y * cell_size.y + 6
limit_bottom = rect.end.y * cell_size.y - 8 limit_bottom = rect.end.y * cell_size.y - 6
original_limit_left = limit_left original_limit_left = limit_left
original_limit_right = limit_right original_limit_right = limit_right
original_limit_top = limit_top original_limit_top = limit_top
@ -180,10 +189,10 @@ func _adapt_to_input(velocity: Vector2, delta: float) -> void:
return return
if Input.is_action_pressed("duck"): if Input.is_action_pressed("duck"):
if(original_limit_bottom - position.y - 2 > screen_bottom.y && offset.y < 48): if(original_limit_bottom - position.y - 2 > screen_bottom.y && offset.y < 48):
offset.y += 1 offset.y += 0.5
elif Input.is_action_pressed("up"): elif Input.is_action_pressed("up"):
if(original_limit_top - position.y + 2 < screen_top.y && offset.y > -48): if(original_limit_top - position.y + 2 < screen_top.y && offset.y > -48):
offset.y -= 1 offset.y -= 0.5
# TODO This is a regulatory problem, it doesn't adapt fast enough # TODO This is a regulatory problem, it doesn't adapt fast enough
# TODO Maybe just make background black and dont bother # TODO Maybe just make background black and dont bother
@ -192,16 +201,17 @@ func _adjust_offset(delta: float) -> bool:
if (limit_left - position.x - screen_left.x > 0.1): if (limit_left - position.x - screen_left.x > 0.1):
if (anim_player.is_playing()): if (anim_player.is_playing()):
anim_player.stop(true) anim_player.stop(true)
new_offset.x += (limit_left - position.x - screen_left.x)/2 new_offset.x += (limit_left - position.x - screen_left.x)/1.5
if (limit_right - position.x - screen_right.x < 0.1): if (limit_right - position.x - screen_right.x < 0.1):
if (anim_player.is_playing()): if (anim_player.is_playing()):
anim_player.stop(true) anim_player.stop(true)
new_offset.x += (limit_right - position.x - screen_right.x)/2 new_offset.x += (limit_right - position.x - screen_right.x)/1.5
if (limit_top - position.y - screen_top.y > 0.001): if (limit_top - position.y - screen_top.y > 0.001):
new_offset.y += (limit_top - position.y - screen_top.y)/2 new_offset.y += (limit_top - position.y - screen_top.y)/1.5
if (limit_bottom - position.y - screen_bottom.y < 0.001): if (limit_bottom - position.y - screen_bottom.y < 0.001):
new_offset.y += (limit_bottom - position.y - screen_bottom.y)/2 new_offset.y += (limit_bottom - position.y - screen_bottom.y)/1.5
if(abs(offset.x) >= abs(new_offset.x) + 1): #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 offset = new_offset
return true return true
else: else:

View File

@ -868,6 +868,7 @@ z_index = 3
rotating = true rotating = true
current = true current = true
zoom = Vector2( 0.75, 0.75 ) zoom = Vector2( 0.75, 0.75 )
process_mode = 0
drag_margin_h_enabled = true drag_margin_h_enabled = true
drag_margin_v_enabled = true drag_margin_v_enabled = true
drag_margin_left = 0.08 drag_margin_left = 0.08
@ -971,10 +972,10 @@ texture = ExtResource( 8 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="ParallaxBackground/ParallaxLayer5"] [node name="AnimatedSprite" type="AnimatedSprite" parent="ParallaxBackground/ParallaxLayer5"]
frames = SubResource( 7 ) frames = SubResource( 7 )
frame = 3 frame = 4
playing = true playing = true
[node name="AnimatedSprite2" type="AnimatedSprite" parent="ParallaxBackground/ParallaxLayer5"] [node name="AnimatedSprite2" type="AnimatedSprite" parent="ParallaxBackground/ParallaxLayer5"]
frames = SubResource( 8 ) frames = SubResource( 8 )
frame = 8 frame = 9
playing = true playing = true

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@ -322,7 +322,7 @@ func consider_jump_headspace(v: Vector2) -> Vector2:
var target_height = collision_point.y - (feeler_raycast.global_position.y - 23) var target_height = collision_point.y - (feeler_raycast.global_position.y - 23)
# print(feeler_raycast.global_position) # print(feeler_raycast.global_position)
var new_angle = angle * (0.75 if target_height > -26 else 0.95) 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) 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 = velocity_for_jump_distance(new_distance, abs(new_angle))
v = correct_jump_direction(v) v = correct_jump_direction(v)
height = calculate_jump_height(v) * -1 height = calculate_jump_height(v) * -1

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@ -13,6 +13,9 @@ func set_progress(value) -> void:
func get_progress() -> Dictionary: 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: func set_savepoint(levelName: String, position: Vector2) -> void:
if(!gsr.progress_dict.has(levelName)): if(!gsr.progress_dict.has(levelName)):
gsr.progress_dict[levelName] = {} gsr.progress_dict[levelName] = {}

File diff suppressed because one or more lines are too long

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@ -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/Utilities/LevelState.tscn" type="PackedScene" id=1]
[ext_resource path="res://src/UserInterface/UserInterface.tscn" type="PackedScene" id=2] [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/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/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://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] [sub_resource type="ConvexPolygonShape2D" id=12]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 ) 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"] [node name="Timer" parent="UserInterface/HUD/HUDOverlay/GetBackTimer" index="0"]
wait_time = 20.0 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 )] [node name="BlobbyCam" parent="." instance=ExtResource( 3 )]
unique_name_in_owner = true unique_name_in_owner = true
drag_margin_bottom = 0.3 drag_margin_bottom = 0.3
@ -121,16 +107,16 @@ drag_margin_bottom = 0.3
visible = true visible = true
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"] [node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
frame = 11 frame = 3
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"] [node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
frame = 4 frame = 6
[node name="Blobby" parent="." instance=ExtResource( 9 )] [node name="Blobby" parent="." instance=ExtResource( 9 )]
unique_name_in_owner = true unique_name_in_owner = true
[node name="AnimationTree" parent="Blobby/BlobbySprite" index="0"] [node name="AnimationTree" parent="Blobby/BlobbySprite" index="0"]
parameters/playback = SubResource( 4 ) parameters/playback = SubResource( 14 )
[node name="TileMap" type="TileMap" parent="."] [node name="TileMap" type="TileMap" parent="."]
unique_name_in_owner = true unique_name_in_owner = true

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@ -44,10 +44,10 @@ unique_name_in_owner = true
drag_margin_bottom = 0.3 drag_margin_bottom = 0.3
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"] [node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
frame = 7 frame = 5
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"] [node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
frame = 12 frame = 10
[node name="Blobby" parent="." instance=ExtResource( 9 )] [node name="Blobby" parent="." instance=ExtResource( 9 )]
unique_name_in_owner = true unique_name_in_owner = true
@ -228,19 +228,19 @@ position = Vector2( 756, -15 )
z_index = -1 z_index = -1
[node name="AnimatedSprite" parent="Coin" index="2"] [node name="AnimatedSprite" parent="Coin" index="2"]
frame = 301 frame = 5
[node name="Coin2" parent="." instance=ExtResource( 11 )] [node name="Coin2" parent="." instance=ExtResource( 11 )]
position = Vector2( 744, -120 ) position = Vector2( 744, -120 )
[node name="AnimatedSprite" parent="Coin2" index="2"] [node name="AnimatedSprite" parent="Coin2" index="2"]
frame = 232 frame = 250
[node name="Coin3" parent="." instance=ExtResource( 11 )] [node name="Coin3" parent="." instance=ExtResource( 11 )]
position = Vector2( 1320, -282 ) position = Vector2( 1320, -282 )
[node name="AnimatedSprite" parent="Coin3" index="2"] [node name="AnimatedSprite" parent="Coin3" index="2"]
frame = 232 frame = 250
[node name="Coin4" parent="." instance=ExtResource( 11 )] [node name="Coin4" parent="." instance=ExtResource( 11 )]
position = Vector2( 2340, -156 ) position = Vector2( 2340, -156 )

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@ -47,10 +47,10 @@ unique_name_in_owner = true
drag_margin_bottom = 0.3 drag_margin_bottom = 0.3
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"] [node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
frame = 4 frame = 5
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"] [node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
frame = 3 frame = 7
[node name="Blobby" parent="." instance=ExtResource( 5 )] [node name="Blobby" parent="." instance=ExtResource( 5 )]
unique_name_in_owner = true unique_name_in_owner = true
@ -67,6 +67,9 @@ position = Vector2( 264, -36 )
position = Vector2( 837, 72 ) position = Vector2( 837, 72 )
aggressive = false aggressive = false
[node name="FlyerSprite" parent="Flyer" index="2"]
frame = 0
[node name="AnimationTree" parent="Flyer/FlyerSprite" index="1"] [node name="AnimationTree" parent="Flyer/FlyerSprite" index="1"]
parameters/playback = SubResource( 5 ) parameters/playback = SubResource( 5 )

View File

@ -1 +1,34 @@
extends LevelTemplate 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)

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@ -35,9 +35,6 @@ wait_time = 20.0
unique_name_in_owner = true unique_name_in_owner = true
drag_margin_bottom = 0.3 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"] [node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
frame = 3 frame = 3

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@ -5,6 +5,8 @@ onready var signalManager := $"%SignalManager"
onready var levelState := $"%LevelState" onready var levelState := $"%LevelState"
func _ready() -> void: func _ready() -> void:
# should spawn the tutorial thingies which are still remembered in the progress dictionary
signalManager.emit_signal("level_loaded") signalManager.emit_signal("level_loaded")
get_tree().paused = false get_tree().paused = false

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@ -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

View File

@ -183,8 +183,6 @@ follow_focus = true
[node name="ActionKeyList" type="VBoxContainer" parent="KeymapViewer/ScrollContainer"] [node name="ActionKeyList" type="VBoxContainer" parent="KeymapViewer/ScrollContainer"]
unique_name_in_owner = true unique_name_in_owner = true
margin_right = 552.0
margin_bottom = 177.0
size_flags_horizontal = 3 size_flags_horizontal = 3
size_flags_vertical = 3 size_flags_vertical = 3
script = ExtResource( 14 ) script = ExtResource( 14 )

View 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()

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@ -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"]

View File

@ -3,5 +3,5 @@ class_name GlobalStateResource
export(Dictionary) var progress_dict := {} export(Dictionary) var progress_dict := {}
export(int) var wallet := 0 export(int) var wallet := 0
export(Dictionary) var tutorial_prompts := {}
export(Dictionary) var input_map export(Dictionary) var input_map
export(bool) var show_tutorial

View File

@ -42,6 +42,18 @@ func set_frees(value: int) -> void:
func set_dead(value: bool) -> void: 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 # Spends the currency when enough is available
# and returns true if so. Else it does not spend and return false. # and returns true if so. Else it does not spend and return false.
func spend_currency(cost: int) -> bool: func spend_currency(cost: int) -> bool:
@ -55,7 +67,6 @@ func spend_currency(cost: int) -> bool:
GlobalState.set_wallet(GlobalState.gsr.wallet + remainder) GlobalState.set_wallet(GlobalState.gsr.wallet + remainder)
return true return true
func _on_level_completed(): func _on_level_completed():
update_global_state() update_global_state()
reset() reset()