Added level mods and updated sprite imports

This commit is contained in:
Nathan Anderson
2022-08-04 18:05:48 -06:00
parent 417044bfda
commit 7843bf2b8d
19 changed files with 288 additions and 114 deletions
+18
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@@ -0,0 +1,18 @@
extends Node2D
onready var time_label := $MarginContainer/HBoxContainer/TimeLabel
onready var game_timer := $GameTimer
func start_timer(seconds: int) -> void:
game_timer.start(seconds)
func _ready() -> void:
start_timer(60)
func _process(delta: float) -> void:
var time = int(game_timer.get_time_left())
time_label.text = "Time %s" % time
func _on_ToolButton_toggled(button_pressed: bool) -> void:
print(button_pressed)
+15
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@@ -0,0 +1,15 @@
extends Node2D
onready var sprite := $Sprite
const SpriteAsset = {bush1 = "bush1", bush2 = "bush2", tree = "tree", lamppost = "lamppost"}
export var SPRITE_ASSET := SpriteAsset.bush1
func _ready() -> void:
if SPRITE_ASSET in SpriteAsset:
sprite.texture = load("res://roger-roger/%s.png" % SPRITE_ASSET)
else:
print("ERROR - Provided Sprite asset is either not defined or misspelled: %s FIXME %s" % [SPRITE_ASSET, self.name])
sprite.texture = load("res://roger-roger/%s.png" % SpriteAsset.bush1)
+13 -1
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@@ -1,6 +1,18 @@
extends Node2D
onready var sprite = $Sprite
onready var door_area = $DoorArea2D
signal come_home
var id : int
func _ready() -> void:
sprite.set_modulate(Color(1.0, 0.0, 0.0))
id = int(self.name[-1])
func _on_DoorArea2D_body_entered(body: Node) -> void:
if body is Neighbor:
if body.id == id:
emit_signal("come_home")
+67 -39
View File
@@ -2,11 +2,12 @@ extends KinematicBody2D
class_name Neighbor
signal neighbor_following_roger
signal found_home(id)
onready var roger_area := $RogerArea2D
onready var sprite := $AnimatedSprite
onready var wander_timer := $WanderTimer
onready var chevron_sprite := $ChevronSprite
export var MAX_SPEED := 225
export var ACCELERATION := 1000
@@ -17,13 +18,20 @@ var neighbor_velocity := Vector2.ZERO
var leader: KinematicBody2D
var follower: KinematicBody2D
var rng := RandomNumberGenerator.new()
var is_wandering := false
var wander_direction := Vector2.ZERO
var matching_house_node : Node2D
var house_position := Vector2.ZERO
var house_direction := Vector2.ZERO
var id : int
var pop_effect_scene = preload("res://scenes/pop.tscn")
enum State {
MOVE,
WANDER,
IDLE
IDLE,
GO_HOME,
FOUND_HOME
}
func reset_leads() -> void:
@@ -33,26 +41,31 @@ func reset_leads() -> void:
follower = null
func _ready() -> void:
sprite.set_modulate(Color(.5,0,0))
id = int(self.name[-1])
rng.set_seed(id)
matching_house_node = get_parent().get_node("House%s" % id)
matching_house_node.connect("come_home", self, "_on_house_come_home")
func _physics_process(delta: float) -> void:
house_position = matching_house_node.global_position
house_direction = (house_position - global_position).normalized()
match state:
State.MOVE:
move_state(delta)
_move_state(delta)
State.WANDER:
wander_state(delta)
_wander_state(delta)
State.IDLE:
idle_state(delta)
_idle_state(delta)
State.GO_HOME:
_go_home_state(delta)
func move_state(delta: float) -> void:
# var player := get_parent().get_node("Player") as Player
# leader.follower = self
func _move_state(delta: float) -> void:
if leader == null:
state = State.IDLE
return
var result_vector := leader.global_position - global_position
if result_vector.length() > 100:
move_neighbor(result_vector)
_move_neighbor(result_vector)
else:
state = State.IDLE
if result_vector.length() > 250:
@@ -63,32 +76,15 @@ func move_state(delta: float) -> void:
follower = null
state = State.IDLE
func wander_state(delta: float) -> void:
func _wander_state(delta: float) -> void:
if leader != null:
state = State.MOVE
return
move_neighbor(wander_direction, true)
_move_neighbor(wander_direction, true)
func move_neighbor(direction_vector: Vector2, is_wander: bool = false) -> void:
sprite.play("run") if not is_wander else sprite.play("walk")
var move_vector := Vector2(direction_vector).normalized()
if move_vector.x < 0 and not sprite.flip_h:
sprite.flip_h = true
elif move_vector.x > 0 and sprite.flip_h:
sprite.flip_h = false
if move_vector != Vector2.ZERO:
var velocity := move_vector * MAX_SPEED if not is_wander else move_vector * MAX_SPEED / 3
neighbor_velocity = neighbor_velocity.move_toward(velocity, ACCELERATION * get_physics_process_delta_time())
else:
neighbor_velocity = neighbor_velocity.move_toward(Vector2.ZERO, FRICTION * get_physics_process_delta_time())
neighbor_velocity = move_and_slide(neighbor_velocity)
func idle_state(delta: float) -> void:
func _idle_state(delta: float) -> void:
if wander_timer.is_stopped():
wander_timer.start(rng.randf_range(0, 1.5))
wander_timer.start(rng.randf_range(1.8, 6.5))
sprite.play("idle")
for body in roger_area.get_overlapping_bodies():
if body.is_class("KinematicBody2D") and not body is Trolley and leader == null and body.follower == null and body.leader != null:
@@ -97,31 +93,63 @@ func idle_state(delta: float) -> void:
if leader != null:
state = State.MOVE
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()
func _move_neighbor(direction_vector: Vector2, is_walk: bool = false) -> void:
sprite.play("run") if not is_walk else sprite.play("walk")
var move_vector := Vector2(direction_vector).normalized()
if move_vector.x < 0 and not sprite.flip_h:
sprite.flip_h = true
elif move_vector.x > 0 and sprite.flip_h:
sprite.flip_h = false
if move_vector != Vector2.ZERO:
var velocity := move_vector * MAX_SPEED if not is_walk else move_vector * MAX_SPEED / 3
neighbor_velocity = neighbor_velocity.move_toward(velocity, ACCELERATION * get_physics_process_delta_time())
else:
neighbor_velocity = neighbor_velocity.move_toward(Vector2.ZERO, FRICTION * get_physics_process_delta_time())
neighbor_velocity = move_and_slide(neighbor_velocity)
func _on_RogerArea2D_body_entered(body: Node) -> void:
if body != self and leader == null:
if body is Player and body.follower == null:
body.follower = self
leader = body
elif body.is_class("KinematicBody2D") and not body is Trolley and body.follower == null:
print('Got neighbor body')
if body.leader != null:
print('Following the leader')
leader = body
leader.follower = self
func _on_WanderTimer_timeout() -> void:
if state == State.IDLE:
print('wander timer done')
var rand_x = rng.randf_range(-1.0, 1.0)
var rand_y = rng.randf_range(-1.0, 1.0)
var wander_time = rng.randf_range(1.0, 1.5)
var wander_time = rng.randf_range(0.3, 1.2)
state = State.WANDER
wander_direction = Vector2(rand_x, rand_y)
wander_timer.start(wander_time)
elif state == State.WANDER:
print('Done wandering')
var wait_time = rng.randf_range(1.0, 5.5)
var wait_time = rng.randf_range(1.8, 6.5)
state = State.IDLE
wander_timer.start(wait_time)
elif state == State.FOUND_HOME:
state = State.GO_HOME
func _on_house_come_home() -> void:
sprite.play("idle")
wander_timer.start(0.5)
var instance = pop_effect_scene.instance()
get_parent().add_child(instance)
instance.global_position = Vector2(global_position.x, global_position.y - 50)
if follower == null:
leader.follower = null
else:
leader.follower = follower
follower.leader = leader
state = State.FOUND_HOME
+10 -5
View File
@@ -9,8 +9,10 @@ export var FRICTION := 2000
var player_velocity = Vector2.ZERO
var state = State.IDLE
var follower : KinematicBody2D
var leader := self
onready var sprite := $AnimatedSprite
onready var chevron_sprite := $ChevronSprite
enum State {
MOVE,
@@ -21,11 +23,14 @@ enum State {
func _physics_process(delta: float) -> void:
match state:
State.MOVE:
move_state(delta)
_move_state(delta)
State.IDLE:
idle_state(delta)
func move_state(delta: float) -> void:
_idle_state(delta)
chevron_sprite.visible = follower != null
if follower != null:
chevron_sprite.rotation_degrees = rad2deg((follower.house_position - global_position).angle()) - 90
func _move_state(delta: float) -> void:
var input_vector := Vector2.ZERO
input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
@@ -47,7 +52,7 @@ func move_state(delta: float) -> void:
if player_velocity == Vector2.ZERO:
state = State.IDLE
func idle_state(delta: float) -> void:
func _idle_state(delta: float) -> void:
if Input.is_action_just_pressed("ui_up") or Input.is_action_just_pressed("ui_down") or Input.is_action_just_pressed("ui_left") or Input.is_action_just_pressed("ui_right"):
sprite.set_animation("run")
state = State.MOVE
+7
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@@ -0,0 +1,7 @@
extends AnimatedSprite
func _ready() -> void:
play()
func _on_Pop_animation_finished() -> void:
queue_free()
+23
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@@ -1,2 +1,25 @@
extends Node2D
var helped_neighbors := []
var total_neighbors := 0
onready var trolley = $YSort/Trolley as Trolley
func _ready() -> void:
trolley.connect("rogers_left_trolley", self, "_on_rogers_left_trolley")
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
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)
+10 -3
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@@ -2,6 +2,8 @@ extends KinematicBody2D
class_name Trolley
signal rogers_left_trolley()
export var TIME = 60
onready var trolley_closed_shape = $TrolleyClosedShape
export var MAX_VELOCITY = .3
@@ -10,7 +12,7 @@ var velocity := Vector2.ZERO
var has_roger := false
func _ready() -> void:
trolley_closed_shape.set_deferred("disabled", true)
set_trolley_open(true)
func _physics_process(delta: float) -> void:
velocity.x = move_toward(velocity.x, MAX_VELOCITY, delta if not has_roger else delta * 10)
@@ -22,8 +24,8 @@ func _physics_process(delta: float) -> void:
MAX_VELOCITY = 10
collider.move_and_collide(velocity * 3)
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:
@@ -31,3 +33,8 @@ func _on_TrolleySeatArea_body_entered(body: Node) -> void:
print('closing trolley')
trolley_closed_shape.set_deferred("disabled", false)
func _on_TrolleySeatArea_body_exited(body: Node) -> void:
if body is Player:
emit_signal("rogers_left_trolley")