Added level 1, base-level to abstract from, and level-controller

This commit is contained in:
Nathan Anderson 2022-08-05 17:15:17 -06:00
parent c95b9f9928
commit 77386f7af6
42 changed files with 985 additions and 531 deletions

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@ -9,6 +9,16 @@
config_version=4
_global_script_classes=[ {
"base": "Node2D",
"class": "BaseLevel",
"language": "GDScript",
"path": "res://scripts/base_level.gd"
}, {
"base": "Node2D",
"class": "GUI",
"language": "GDScript",
"path": "res://scripts/UI.gd"
}, {
"base": "KinematicBody2D",
"class": "Neighbor",
"language": "GDScript",
@ -25,6 +35,8 @@ _global_script_classes=[ {
"path": "res://scripts/trolley.gd"
} ]
_global_script_class_icons={
"BaseLevel": "",
"GUI": "",
"Neighbor": "",
"Player": "",
"Trolley": ""
@ -33,7 +45,7 @@ _global_script_class_icons={
[application]
config/name="roger"
run/main_scene="res://scenes/stage.tscn"
run/main_scene="res://scenes/level_controller.tscn"
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cell_size = Vector2( 16, 16 )
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collision_layer = 4
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text = "Time fdsafdsafdsa"
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@ -0,0 +1,11 @@
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@ -11,11 +11,7 @@
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[ext_resource path="res://assets/mrRogers.png" type="Texture" id=10]
[ext_resource path="res://assets/chevron_pointer.png" type="Texture" id=11]
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@ -30,17 +26,16 @@ animations = [ {
"speed": 8.0
} ]
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shape = SubResource( 2 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
position = Vector2( 2, -25 )
scale = Vector2( 5, 5 )
@ -48,6 +43,11 @@ frames = SubResource( 1 )
animation = "idle"
playing = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 0, 4 )
rotation = 1.5708
shape = SubResource( 2 )
[node name="Camera2D" type="Camera2D" parent="."]
current = true

File diff suppressed because one or more lines are too long

View File

@ -1,8 +1,11 @@
[gd_scene load_steps=5 format=2]
[gd_scene load_steps=6 format=2]
[ext_resource path="res://assets/trolley-lg.png" type="Texture" id=1]
[ext_resource path="res://scripts/trolley.gd" type="Script" id=2]
[sub_resource type="CircleShape2D" id=4]
radius = 172.29
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 38, 10 )
@ -13,6 +16,12 @@ extents = Vector2( 44.5, 8.25 )
collision_layer = 4
script = ExtResource( 2 )
[node name="TrolleySurroundingArea" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="TrolleySurroundingArea"]
position = Vector2( 0, -45 )
shape = SubResource( 4 )
[node name="TrolleySeatArea" type="Area2D" parent="."]
collision_layer = 0
@ -34,5 +43,5 @@ polygon = PoolVector2Array( 172, -5, 198, 106, 150, 106, 122, 127, 74, 109, 46,
position = Vector2( 0, -2.25 )
shape = SubResource( 3 )
[connection signal="body_shape_exited" from="TrolleySurroundingArea" to="." method="_on_TrolleySurroundingArea_body_exited"]
[connection signal="body_entered" from="TrolleySeatArea" to="." method="_on_TrolleySeatArea_body_entered"]
[connection signal="body_exited" from="TrolleySeatArea" to="." method="_on_TrolleySeatArea_body_exited"]

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@ -1,42 +1,39 @@
extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
onready var cloud1 = $Sprite
onready var cloud2 = $Sprite2
onready var cloud3 = $Sprite3
onready var cloud4 = $Sprite4
onready var topBorder = $TopBorder
onready var bottomBorder = $BottomBorder
onready var leftBorder = $LeftBorder
onready var rightBorder = $RightBorder
export var NUM_CLOUDS = 12
var clouds = []
var speeds = []
var rng = RandomNumberGenerator.new()
var xSpeed = 0
# Called when the node enters the scene tree for the first time.
func _ready():
for num in range(NUM_CLOUDS):
var cloud_image_path = "res://assets/cloud%s.png" % (num % 4 + 1)
var new_cloud_sprite = Sprite.new()
new_cloud_sprite.texture = load(cloud_image_path)
add_child(new_cloud_sprite)
clouds.append(new_cloud_sprite)
var rand_speed = rng.randf_range(0.5,2)
speeds.append(rand_speed)
rng.randomize()
xSpeed = rng.randf_range(0.5,2)
clouds = [cloud1, cloud2, cloud3, cloud4]
_start_position()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
print(xSpeed)
var index := 0
for cloud in clouds:
if cloud.global_position.x + xSpeed < rightBorder.global_position.x:
cloud.global_position.x = cloud.global_position.x + xSpeed
if cloud.global_position.x + speeds[index] < rightBorder.global_position.x:
cloud.global_position.x = cloud.global_position.x + speeds[index]
else:
cloud.global_position.x = leftBorder.global_position.x
cloud.global_position.y = rng.randi_range(topBorder.global_position.y, bottomBorder.global_position.y)
index += 1
func _start_position():
rng.randomize()

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@ -1,16 +0,0 @@
extends Sprite
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

View File

@ -1,18 +1,52 @@
extends Node2D
class_name GUI
signal toggle_music(music_off)
onready var time_label := $MarginContainer/HBoxContainer/TimeLabel
onready var neighbor_label := $MarginContainer/HBoxContainer/NeighborLabel
onready var game_timer := $GameTimer
onready var music_button := $MarginContainer/HBoxContainer/VBoxContainer/MusicButton
onready var pause_button := $MarginContainer/HBoxContainer/GridContainer/PauseButton
var arrow = preload("res://assets/ui/pointer.png")
var hand = preload("res://assets/ui/pointer_hand.png")
#var music_enabled_texture = preload("res://assets/ui/music-enabled.png")
#var music_disabled_texture = preload("res://assets/ui/music-disabled.png")
#var pause_texture = preload("res://assets/ui/pause.png")
#var play_texture = preload("res://assets/ui/play.png")
func start_timer(seconds: int) -> void:
game_timer.start(seconds)
func set_neighbor_count(neighbors_left: int) -> void:
neighbor_label.text = "Neighbors left: %s" % neighbors_left
func set_game_label(content: String) -> void:
neighbor_label.text = content
func _ready() -> void:
start_timer(60)
Input.set_custom_mouse_cursor(arrow)
# Input.set_custom_mouse_cursor(beam, Input.CURSOR_IBEAM)
# start_timer(60)
func _process(delta: float) -> void:
var time = int(game_timer.get_time_left())
time_label.text = "Time %s" % time
time_label.text = "Time: %s" % time
func _on_PauseButton_toggled(button_pressed: bool) -> void:
print('TODO nothing happens...')
func _on_MusicButton_toggled(button_pressed: bool) -> void:
emit_signal("toggle_music", !button_pressed)
func _on_mouse_entered() -> void:
Input.set_custom_mouse_cursor(hand)
func _on_mouse_exited() -> void:
Input.set_custom_mouse_cursor(arrow)
func _on_ToolButton_toggled(button_pressed: bool) -> void:
print(button_pressed)
func _on_GameTimer_timeout() -> void:
pass # Replace with function body.

97
scripts/base_level.gd Normal file
View File

@ -0,0 +1,97 @@
extends Node2D
class_name BaseLevel
var helped_neighbors := []
var total_neighbors := 0
var playback_position: float
var level_num := 1
var last_level := false
export var SECONDS_TO_COMPLETE := 10
signal game_complete(is_win)
onready var trolley = $YSort/Trolley as Trolley
onready var player = $YSort/Player as Player
onready var bounds = $CameraBounds
onready var audio_player = $AudioStreamPlayer
onready var gui = $YSort/Player/GUI as GUI
onready var trolley_locations = $TrolleyLocations
onready var end_game_panel = $Panel
onready var end_game_label_title = $Panel/VBoxContainer/EndGameTitle
onready var end_game_label_body = $Panel/VBoxContainer/EndGameBody
onready var display_timer = $DisplayTimer
func display_start(this_level_num: int, is_last_level: bool = false) -> void:
last_level = is_last_level
level_num = this_level_num
end_game_label_title.text = 'Land of make believe'
end_game_label_body.text = '1 %s' % level_num
end_game_panel.visible = true
func _process(delta: float) -> void:
if end_game_panel.visible:
end_game_panel.rect_global_position = player.camera.get_camera_screen_center() - Vector2(get_viewport().get_visible_rect().size.x / 2, get_viewport().get_visible_rect().size.y / 2)
func _on_neighbor_found_home(id: int) -> void:
helped_neighbors.append(id)
gui.set_neighbor_count(total_neighbors - len(helped_neighbors))
if len(helped_neighbors) == total_neighbors:
trolley.set_trolley_open(true)
gui.set_game_label("Get to the Trolley!")
player.follower = trolley
func _on_toggle_music(music_off: bool) -> void:
if music_off:
playback_position = audio_player.get_playback_position()
audio_player.stop()
else:
audio_player.play(playback_position)
func _on_Trolley_rogers_entered_trolley() -> void:
player.follower = null
trolley.move_to_leave()
func _on_Trolley_rogers_left_trolley() -> void:
gui.start_timer(SECONDS_TO_COMPLETE)
trolley.move_to_end(trolley_locations.get_node("TrolleyEnd").global_position, SECONDS_TO_COMPLETE)
func _on_GameTimer_timeout() -> void:
trolley.move_to_leave()
func _on_Trolley_left_wih_rogers(has_rogers) -> void:
if has_rogers:
if last_level:
end_game_label_title.text = 'You are very neighborly'
end_game_label_body.text = 'You saved all the neighbors in the land of make believe'
emit_signal("game_complete", true)
else:
end_game_label_title.text = 'You win'
end_game_label_body.text = 'Proceeding to level %s' % (level_num + 1)
emit_signal("game_complete", true)
else:
end_game_label_title.text = 'Oh no'
end_game_label_body.text = 'You were left in the land of make-believe'
emit_signal("game_complete", false)
end_game_panel.visible = true
# Sets up the level start
func _on_DisplayTimer_timeout() -> void:
end_game_panel.visible = false
if trolley != null:
trolley.global_position = Vector2(bounds.get_node("Left").global_position.x - 20, trolley_locations.get_node("TrolleyStart").global_position.y)
if player != null:
player.global_position = trolley.get_node("TrolleySeatArea/SeatAreaShape").global_position
for node in get_node("YSort").get_children():
if 'Neighbor' in node.name:
var err = node.connect("found_home", self, "_on_neighbor_found_home")
total_neighbors += 1
print('Level loaded with %s neighbors' % total_neighbors)
gui.set_neighbor_count(total_neighbors)
player.set_camera_bounds(bounds.get_node("Top").global_position.y, bounds.get_node("Bottom").global_position.y, bounds.get_node("Left").global_position.x, bounds.get_node("Right").global_position.x)
var err = gui.connect("toggle_music", self, "_on_toggle_music")
err = gui.get_node("GameTimer").connect("timeout", self, "_on_GameTimer_timeout")
trolley.move_to_start(get_node("TrolleyLocations/TrolleyStart").global_position)

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@ -0,0 +1,36 @@
extends Node2D
var level_path := "res://scenes/level{num}.tscn"
var level1 = preload("res://scenes/level1.tscn")
var current_level_num = 1
var current_level : Node
var max_levels = 3
var level_win := false
onready var end_timer := $EndTimer
func _ready() -> void:
current_level = level1.instance()
add_child(current_level)
var err = current_level.get_child(0).connect("game_complete", self, "_on_level_complete")
func _on_level_complete(is_win: bool) -> void:
print('Level complete')
level_win = is_win
end_timer.start(2)
func _on_EndTimer_timeout() -> void:
if level_win and current_level_num < max_levels:
current_level_num += 1
var new_level_path = level_path.format({"num": current_level_num})
var next_level = load(new_level_path).instance()
add_child(next_level)
current_level.queue_free()
current_level = next_level
var current_base_level = current_level.get_node("BaseLevel") as BaseLevel
current_base_level.display_start(current_level_num)
var err = current_base_level.connect("game_complete", self, "_on_level_complete")

View File

@ -95,7 +95,6 @@ func _idle_state(delta: float) -> void:
func _go_home_state(delta: float) -> void:
_move_neighbor(house_direction, true)
# print((house_position - global_position).length())
if ((house_position - global_position).length() < 30):
emit_signal("found_home", id)
queue_free()

View File

@ -13,13 +13,23 @@ var leader := self
onready var sprite := $AnimatedSprite
onready var chevron_sprite := $ChevronSprite
onready var camera := $Camera2D
onready var gui := $GUI
enum State {
MOVE,
IDLE
}
func set_camera_bounds(up: int, down: int, left: int, right: int):
camera.set_limit(MARGIN_TOP, up)
camera.set_limit(MARGIN_BOTTOM, down)
camera.set_limit(MARGIN_LEFT, left)
camera.set_limit(MARGIN_RIGHT, right)
func _process(delta: float) -> void:
gui.global_position = camera.get_camera_screen_center() - Vector2(get_viewport().get_visible_rect().size.x / 2, get_viewport().get_visible_rect().size.y / 2) # Get Height)
func _physics_process(delta: float) -> void:
match state:
State.MOVE:
@ -28,6 +38,8 @@ func _physics_process(delta: float) -> void:
_idle_state(delta)
chevron_sprite.visible = follower != null
if follower != null:
if follower.name == "Trolley":
chevron_sprite.set_modulate(Color(0,0.9,0))
chevron_sprite.rotation_degrees = rad2deg((follower.house_position - global_position).angle()) - 90
func _move_state(delta: float) -> void:
@ -58,11 +70,3 @@ func _idle_state(delta: float) -> void:
state = State.MOVE
else:
sprite.set_animation("idle")
# if Input.is_action_pressed("ui_up"):
# speed.y -= ACCELERATION
# elif Input.is_action_pressed("ui_right"):
# print("right")
# elif Input.is_action_pressed("ui_left"):
# print("left")
# elif Input.is_action_pressed("ui_down"):
# print("down")

View File

@ -17,7 +17,6 @@ func _on_rogers_left_trolley() -> void:
pass
func _on_neighbor_found_home(id: int) -> void:
print('You helped a neighbor')
helped_neighbors.append(id)
if len(helped_neighbors) == total_neighbors:
trolley.set_trolley_open(true)

View File

@ -3,38 +3,114 @@ extends KinematicBody2D
class_name Trolley
signal rogers_left_trolley()
signal rogers_entered_trolley()
signal left_wih_rogers(has_rogers)
export var TIME = 60
onready var trolley_closed_shape = $TrolleyClosedShape
export var MAX_VELOCITY = .3
export var MAX_VELOCITY = 8
var velocity := Vector2.ZERO
var state = State.STOPPED
var has_roger := false
var destination := Vector2.ZERO
var house_position : Vector2
var arrival_time: int
var en_route_length: float
func _ready() -> void:
set_trolley_open(true)
enum State {
MOVE_TO_START,
STOPPED,
EN_ROUTE,
LEAVING
}
func set_trolley_open(trolley_open: bool) -> void:
trolley_closed_shape.set_deferred("disabled", trolley_open)
func move_to_start(start_pos: Vector2) -> void:
state = State.MOVE_TO_START
destination = start_pos
velocity = Vector2(MAX_VELOCITY, 0)
set_trolley_open(false)
func move_to_end(end_pos: Vector2, seconds_to_exit) -> void:
state = State.EN_ROUTE
destination = end_pos
velocity = Vector2.ZERO
arrival_time = seconds_to_exit
set_trolley_open(false)
en_route_length = destination.x - global_position.x
func move_to_leave() -> void:
if state != State.LEAVING:
set_trolley_open(false)
emit_signal("left_wih_rogers", has_roger)
state = State.LEAVING
func _physics_process(delta: float) -> void:
velocity.x = move_toward(velocity.x, MAX_VELOCITY, delta if not has_roger else delta * 10)
match state:
State.MOVE_TO_START:
_decelerate_to_start(delta)
State.STOPPED:
_stop(delta)
State.EN_ROUTE:
_en_route(delta)
State.LEAVING:
_leaving(delta)
# For the player indicator to show where the trolley is, update 'house_position' to current position
house_position = global_position
func _decelerate_to_start(delta: float) -> void:
var length_to_start := destination.x - global_position.x - 100
velocity.x = min(move_toward(velocity.x, length_to_start, delta * 10), MAX_VELOCITY)
var collision := move_and_collide(velocity)
if collision:
var collider = collision.get_collider()
if collider.get_class() == "KinematicBody2D":
collider.move_and_collide(velocity * 2)
if global_position.x >= destination.x:
set_trolley_open(true)
state = State.STOPPED
func _stop(delta: float) -> void:
pass
func _en_route(delta: float) -> void:
velocity.x = en_route_length / arrival_time * delta
var collision := move_and_collide(velocity)
if collision:
var collider = collision.get_collider()
if collider.get_class() == "KinematicBody2D":
if has_roger:
MAX_VELOCITY = 10
return
collider.move_and_collide(velocity * 3)
if global_position.x >= destination.x:
set_trolley_open(false)
state = State.LEAVING
func _leaving(delta: float) -> void:
velocity.x = min(move_toward(velocity.x, (destination.x + 200), delta * 10), MAX_VELOCITY)
var collision := move_and_collide(velocity)
if collision:
var collider = collision.get_collider()
if collider.get_class() == "KinematicBody2D":
collider.move_and_collide(velocity * 3)
# if global_position.x >= destination.x:
# set_trolley_open(true)
# state = State.STOPPED
func set_trolley_open(trolley_open: bool) -> void:
trolley_closed_shape.set_deferred("disabled", trolley_open)
func _on_TrolleySeatArea_body_entered(body: Node) -> void:
if body is Player:
if body is Player and state != State.STOPPED and state != State.MOVE_TO_START:
has_roger = true
print('closing trolley')
trolley_closed_shape.set_deferred("disabled", false)
emit_signal("rogers_entered_trolley")
func _on_TrolleySeatArea_body_exited(body: Node) -> void:
func _on_TrolleySurroundingArea_body_exited(body_rid: RID, body: Node, body_shape_index: int, local_shape_index: int) -> void:
if body is Player:
has_roger = false
emit_signal("rogers_left_trolley")