Added level mods and updated sprite imports
This commit is contained in:
parent
417044bfda
commit
7843bf2b8d
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@ -1,35 +0,0 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.png"
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dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -34,7 +34,6 @@ _global_script_class_icons={
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config/name="roger"
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run/main_scene="res://scenes/stage.tscn"
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config/icon="res://icon.png"
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[display]
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47
scenes/UI.tscn
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47
scenes/UI.tscn
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@ -0,0 +1,47 @@
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://roger-roger/fonts/8-BIT WONDER.TTF" type="DynamicFontData" id=1]
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[ext_resource path="res://scripts/UI.gd" type="Script" id=2]
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[ext_resource path="res://roger-roger/ui/music-enabled.png" type="Texture" id=3]
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[sub_resource type="DynamicFont" id=1]
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font_data = ExtResource( 1 )
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[sub_resource type="Theme" id=2]
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default_font = SubResource( 1 )
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[node name="GUI" type="Node2D"]
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script = ExtResource( 2 )
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[node name="MarginContainer" type="MarginContainer" parent="."]
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margin_left = 20.0
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margin_top = 20.0
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margin_right = 1279.0
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margin_bottom = 257.0
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[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer"]
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margin_right = 1259.0
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margin_bottom = 237.0
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[node name="TimeLabel" type="RichTextLabel" parent="MarginContainer/HBoxContainer"]
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margin_right = 1227.0
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margin_bottom = 237.0
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size_flags_horizontal = 3
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size_flags_vertical = 3
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theme = SubResource( 2 )
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text = "Time 60"
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[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer/HBoxContainer"]
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margin_left = 1231.0
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margin_right = 1259.0
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margin_bottom = 237.0
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[node name="ToolButton" type="ToolButton" parent="MarginContainer/HBoxContainer/VBoxContainer"]
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margin_right = 28.0
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margin_bottom = 24.0
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toggle_mode = true
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icon = ExtResource( 3 )
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[node name="GameTimer" type="Timer" parent="."]
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[connection signal="toggled" from="MarginContainer/HBoxContainer/VBoxContainer/ToolButton" to="." method="_on_ToolButton_toggled"]
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@ -1,8 +1,10 @@
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[gd_scene load_steps=2 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://roger-roger/tree.png" type="Texture" id=1]
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[ext_resource path="res://scripts/decor.gd" type="Script" id=2]
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[node name="Tree" type="Node2D"]
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[node name="Decor" type="Node2D"]
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script = ExtResource( 2 )
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[node name="Sprite" type="Sprite" parent="."]
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scale = Vector2( 6, 6 )
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@ -4,20 +4,19 @@
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[ext_resource path="res://roger-roger/chadHouse.png" type="Texture" id=2]
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[sub_resource type="CapsuleShape2D" id=3]
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radius = 12.2857
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height = 2.57142
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radius = 12.4286
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height = 4.85714
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[sub_resource type="RectangleShape2D" id=4]
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extents = Vector2( 86, 63.5 )
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[sub_resource type="ConvexPolygonShape2D" id=6]
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[sub_resource type="RectangleShape2D" id=2]
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extents = Vector2( 3.5, 2 )
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[sub_resource type="RectangleShape2D" id=5]
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extents = Vector2( 142.5, 73.1641 )
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[node name="House" type="Node2D"]
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script = ExtResource( 1 )
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[node name="Sprite" type="Sprite" parent="."]
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position = Vector2( 0, -125 )
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position = Vector2( 7, -125 )
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scale = Vector2( 5, 5 )
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texture = ExtResource( 2 )
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@ -26,19 +25,18 @@ collision_layer = 4
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collision_mask = 7
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[node name="CollisionShape2D" type="CollisionShape2D" parent="HouseBody"]
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position = Vector2( -7, -90 )
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position = Vector2( -4.76837e-07, -90 )
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scale = Vector2( 7, 7 )
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shape = SubResource( 3 )
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[node name="CollisionShape2D2" type="CollisionShape2D" parent="HouseBody"]
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position = Vector2( -6, -49.5 )
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shape = SubResource( 4 )
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position = Vector2( 0, -49 )
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shape = SubResource( 6 )
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[node name="DoorBody" type="StaticBody2D" parent="."]
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scale = Vector2( 7, 7 )
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collision_layer = 4
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collision_mask = 2
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[node name="DoorArea2D" type="Area2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DoorBody"]
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position = Vector2( -0.857143, 1.57143 )
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shape = SubResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DoorArea2D"]
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position = Vector2( 0, 36.836 )
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shape = SubResource( 5 )
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[connection signal="body_entered" from="DoorArea2D" to="." method="_on_DoorArea2D_body_entered"]
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@ -48,8 +48,7 @@ shape = SubResource( 3 )
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position = Vector2( 1, -29 )
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scale = Vector2( 5, 5 )
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frames = SubResource( 1 )
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animation = "walk"
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frame = 2
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animation = "idle"
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playing = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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[gd_scene load_steps=13 format=2]
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[gd_scene load_steps=15 format=2]
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[ext_resource path="res://roger-roger/runningSprites/Rogers5.png" type="Texture" id=1]
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[ext_resource path="res://roger-roger/runningSprites/Rogers4.png" type="Texture" id=2]
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[ext_resource path="res://roger-roger/runningSprites/RogersStart.png" type="Texture" id=8]
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[ext_resource path="res://scripts/player.gd" type="Script" id=9]
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[ext_resource path="res://roger-roger/mrRogers.png" type="Texture" id=10]
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[ext_resource path="res://roger-roger/chevron_pointer.png" type="Texture" id=11]
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[ext_resource path="res://scenes/UI.tscn" type="PackedScene" id=12]
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[sub_resource type="CapsuleShape2D" id=2]
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radius = 13.0
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[node name="Camera2D" type="Camera2D" parent="."]
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current = true
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[node name="ChevronSprite" type="Sprite" parent="."]
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position = Vector2( 0, -111 )
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scale = Vector2( 3, 3 )
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texture = ExtResource( 11 )
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[node name="GUI" parent="." instance=ExtResource( 12 )]
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position = Vector2( -640, -481 )
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24
scenes/pop.tscn
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24
scenes/pop.tscn
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[gd_scene load_steps=7 format=2]
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[ext_resource path="res://roger-roger/effects/pop-4.png" type="Texture" id=1]
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[ext_resource path="res://roger-roger/effects/pop-3.png" type="Texture" id=2]
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[ext_resource path="res://roger-roger/effects/pop-1.png" type="Texture" id=3]
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[ext_resource path="res://roger-roger/effects/pop-2.png" type="Texture" id=4]
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[ext_resource path="res://scripts/pop.gd" type="Script" id=5]
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[sub_resource type="SpriteFrames" id=1]
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animations = [ {
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"frames": [ ExtResource( 3 ), ExtResource( 4 ), ExtResource( 2 ), ExtResource( 1 ) ],
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"loop": true,
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"name": "pop",
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"speed": 8.0
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} ]
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[node name="Pop" type="AnimatedSprite"]
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position = Vector2( 0, -40 )
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scale = Vector2( 7, 7 )
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frames = SubResource( 1 )
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animation = "pop"
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script = ExtResource( 5 )
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[connection signal="animation_finished" from="." to="." method="_on_Pop_animation_finished"]
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@ -12,7 +12,7 @@
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[ext_resource path="res://roger-roger/tilemap/StreetVerticalRight.png" type="Texture" id=10]
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[ext_resource path="res://roger-roger/tilemap/grass1.png" type="Texture" id=11]
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[ext_resource path="res://roger-roger/tilemap/justRoad.png" type="Texture" id=12]
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[ext_resource path="res://scenes/tree.tscn" type="PackedScene" id=13]
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[ext_resource path="res://scenes/decor.tscn" type="PackedScene" id=13]
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[sub_resource type="ConvexPolygonShape2D" id=3]
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points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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@ -139,6 +139,7 @@ tile_data = PoolIntArray( -13, 7, 0, -12, 7, 0, -11, 3, 0, -10, 1, 0, -9, 0, 0,
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[node name="Tree" parent="YSort" instance=ExtResource( 13 )]
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position = Vector2( 412.655, 542.278 )
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SPRITE_ASSET = "tree"
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[node name="Tree2" parent="YSort" instance=ExtResource( 13 )]
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position = Vector2( 862.175, 801.526 )
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@ -148,6 +149,7 @@ position = Vector2( 1506.73, 1272.45 )
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[node name="Tree4" parent="YSort" instance=ExtResource( 13 )]
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position = Vector2( 1045.31, 479.251 )
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SPRITE_ASSET = "lamppos"
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[node name="Tree5" parent="YSort" instance=ExtResource( 13 )]
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position = Vector2( -64.6703, 908.108 )
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@ -159,22 +161,34 @@ position = Vector2( -68.0338, 1333.6 )
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position = Vector2( 935.996, 1365.56 )
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[node name="Trolley" parent="YSort" instance=ExtResource( 4 )]
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position = Vector2( 111.946, -51.4683 )
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position = Vector2( 116.441, -118.892 )
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[node name="Player" parent="YSort" instance=ExtResource( 1 )]
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position = Vector2( 521.375, 114 )
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[node name="House" parent="YSort" instance=ExtResource( 3 )]
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[node name="House1" parent="YSort" instance=ExtResource( 3 )]
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position = Vector2( 1972.13, 1965.82 )
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[node name="Neighbor" parent="YSort" instance=ExtResource( 5 )]
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position = Vector2( 760.201, 407.292 )
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[node name="House2" parent="YSort" instance=ExtResource( 3 )]
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position = Vector2( 1079.23, 1518.43 )
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[node name="House3" parent="YSort" instance=ExtResource( 3 )]
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position = Vector2( -210.104, 1038.94 )
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[node name="House4" parent="YSort" instance=ExtResource( 3 )]
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position = Vector2( 1471.88, 482.054 )
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[node name="Neighbor1" parent="YSort" instance=ExtResource( 5 )]
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position = Vector2( 1561.16, 1687.12 )
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[node name="Neighbor2" parent="YSort" instance=ExtResource( 5 )]
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position = Vector2( 521.578, 319.171 )
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position = Vector2( 487.675, 1641.38 )
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[node name="Neighbor3" parent="YSort" instance=ExtResource( 5 )]
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position = Vector2( 477.85, 707.714 )
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position = Vector2( -23.5379, 746.218 )
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[node name="Neighbor4" parent="YSort" instance=ExtResource( 5 )]
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position = Vector2( -324.858, 684.091 )
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position = Vector2( 985.045, 718.4 )
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[node name="Decor" parent="YSort" instance=ExtResource( 13 )]
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position = Vector2( 1353.08, 1162.06 )
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@ -34,3 +34,4 @@ position = Vector2( 0, -2.25 )
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shape = SubResource( 3 )
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[connection signal="body_entered" from="TrolleySeatArea" to="." method="_on_TrolleySeatArea_body_entered"]
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[connection signal="body_exited" from="TrolleySeatArea" to="." method="_on_TrolleySeatArea_body_exited"]
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18
scripts/UI.gd
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18
scripts/UI.gd
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extends Node2D
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onready var time_label := $MarginContainer/HBoxContainer/TimeLabel
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onready var game_timer := $GameTimer
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func start_timer(seconds: int) -> void:
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game_timer.start(seconds)
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func _ready() -> void:
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start_timer(60)
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func _process(delta: float) -> void:
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var time = int(game_timer.get_time_left())
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time_label.text = "Time %s" % time
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func _on_ToolButton_toggled(button_pressed: bool) -> void:
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print(button_pressed)
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15
scripts/decor.gd
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15
scripts/decor.gd
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extends Node2D
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onready var sprite := $Sprite
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const SpriteAsset = {bush1 = "bush1", bush2 = "bush2", tree = "tree", lamppost = "lamppost"}
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export var SPRITE_ASSET := SpriteAsset.bush1
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func _ready() -> void:
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if SPRITE_ASSET in SpriteAsset:
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sprite.texture = load("res://roger-roger/%s.png" % SPRITE_ASSET)
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else:
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print("ERROR - Provided Sprite asset is either not defined or misspelled: %s FIXME %s" % [SPRITE_ASSET, self.name])
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sprite.texture = load("res://roger-roger/%s.png" % SpriteAsset.bush1)
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@ -1,6 +1,18 @@
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extends Node2D
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onready var sprite = $Sprite
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onready var door_area = $DoorArea2D
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signal come_home
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var id : int
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func _ready() -> void:
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sprite.set_modulate(Color(1.0, 0.0, 0.0))
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id = int(self.name[-1])
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func _on_DoorArea2D_body_entered(body: Node) -> void:
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if body is Neighbor:
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if body.id == id:
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emit_signal("come_home")
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@ -2,11 +2,12 @@ extends KinematicBody2D
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class_name Neighbor
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signal neighbor_following_roger
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signal found_home(id)
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onready var roger_area := $RogerArea2D
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onready var sprite := $AnimatedSprite
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onready var wander_timer := $WanderTimer
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onready var chevron_sprite := $ChevronSprite
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export var MAX_SPEED := 225
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export var ACCELERATION := 1000
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@ -17,13 +18,20 @@ var neighbor_velocity := Vector2.ZERO
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var leader: KinematicBody2D
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var follower: KinematicBody2D
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var rng := RandomNumberGenerator.new()
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var is_wandering := false
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var wander_direction := Vector2.ZERO
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var matching_house_node : Node2D
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var house_position := Vector2.ZERO
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var house_direction := Vector2.ZERO
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var id : int
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var pop_effect_scene = preload("res://scenes/pop.tscn")
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enum State {
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MOVE,
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WANDER,
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IDLE
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IDLE,
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GO_HOME,
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FOUND_HOME
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}
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func reset_leads() -> void:
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@ -33,26 +41,31 @@ func reset_leads() -> void:
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follower = null
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func _ready() -> void:
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sprite.set_modulate(Color(.5,0,0))
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id = int(self.name[-1])
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rng.set_seed(id)
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matching_house_node = get_parent().get_node("House%s" % id)
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matching_house_node.connect("come_home", self, "_on_house_come_home")
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func _physics_process(delta: float) -> void:
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house_position = matching_house_node.global_position
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house_direction = (house_position - global_position).normalized()
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match state:
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State.MOVE:
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move_state(delta)
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_move_state(delta)
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State.WANDER:
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wander_state(delta)
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_wander_state(delta)
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State.IDLE:
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idle_state(delta)
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_idle_state(delta)
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State.GO_HOME:
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_go_home_state(delta)
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func move_state(delta: float) -> void:
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# var player := get_parent().get_node("Player") as Player
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# leader.follower = self
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func _move_state(delta: float) -> void:
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if leader == null:
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state = State.IDLE
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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
|
||||
|
|
|
@ -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)
|
||||
_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:
|
||||
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
scripts/pop.gd
Normal file
7
scripts/pop.gd
Normal file
|
@ -0,0 +1,7 @@
|
|||
extends AnimatedSprite
|
||||
|
||||
func _ready() -> void:
|
||||
play()
|
||||
|
||||
func _on_Pop_animation_finished() -> void:
|
||||
queue_free()
|
|
@ -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)
|
||||
|
||||
|
||||
|
|
|
@ -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")
|
||||
|
|
Loading…
Reference in New Issue
Block a user