Merge pull request 'IntroAndTastaturLayout' (#7) from IntroAndTastaturLayout into main
Reviewed-on: #7pull/5/head
commit
b3220f968d
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@ -1,3 +0,0 @@
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{
|
||||
"godotTools.editorPath.godot4": "g:\\Godot\\Godot_v4.3-stable_win64_console.exe"
|
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}
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Binary file not shown.
After Width: | Height: | Size: 436 KiB |
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@ -0,0 +1,34 @@
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[remap]
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|
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importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://di16cmfomo60u"
|
||||
path="res://.godot/imported/Intro.png-ef37c38298536b7c161e4863253f3325.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/images/Intro.png"
|
||||
dest_files=["res://.godot/imported/Intro.png-ef37c38298536b7c161e4863253f3325.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
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@ -1,10 +1,11 @@
|
|||
[gd_scene load_steps=45 format=4 uid="uid://b88asko1ugyd2"]
|
||||
[gd_scene load_steps=46 format=4 uid="uid://b88asko1ugyd2"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/global/GameManager.gd" id="1_eeg2d"]
|
||||
[ext_resource type="Script" path="res://scripts/tilemap/World.gd" id="1_k0rw8"]
|
||||
[ext_resource type="TileSet" uid="uid://bi836ygcmyvhb" path="res://assets/tilemap/tileset.tres" id="1_vlccq"]
|
||||
[ext_resource type="Script" path="res://scripts/global/CameraController.gd" id="2_k51iv"]
|
||||
[ext_resource type="Material" uid="uid://ckg3be082ny3h" path="res://assets/shader/shader_vignette.tres" id="3_7waul"]
|
||||
[ext_resource type="Texture2D" uid="uid://di16cmfomo60u" path="res://assets/images/Intro.png" id="3_oufrl"]
|
||||
[ext_resource type="Script" path="res://scripts/player/PlayerManager.gd" id="4_1xqo1"]
|
||||
[ext_resource type="Texture2D" uid="uid://1ae5agveqddp" path="res://icon.svg" id="4_o8ona"]
|
||||
[ext_resource type="Script" path="res://scripts/visualization/BehaviorTreeVisualizer.gd" id="5_ecfvx"]
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@ -68,6 +69,7 @@ size_flags_horizontal = 4
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[node name="TopLeftContainer" type="MarginContainer" parent="Camera2D/CanvasLayer"]
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||||
offset_right = 204.0
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||||
offset_bottom = 122.0
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scale = Vector2(1.3, 1.3)
|
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theme_override_constants/margin_left = 5
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theme_override_constants/margin_top = 5
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||||
|
||||
|
@ -202,6 +204,7 @@ anchor_bottom = 1.0
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offset_top = -5.0
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grow_horizontal = 2
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||||
grow_vertical = 0
|
||||
size_flags_vertical = 8
|
||||
theme_override_constants/margin_left = 5
|
||||
theme_override_constants/margin_bottom = 5
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||||
|
||||
|
@ -213,8 +216,9 @@ size_flags_vertical = 8
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|||
|
||||
[node name="TreeVisualizer" type="Window" parent="Camera2D/CanvasLayer"]
|
||||
unique_name_in_owner = true
|
||||
position = Vector2i(35, 405)
|
||||
position = Vector2i(0, 36)
|
||||
size = Vector2i(1075, 225)
|
||||
visible = false
|
||||
script = ExtResource("5_ecfvx")
|
||||
|
||||
[node name="GraphEdit" type="GraphEdit" parent="Camera2D/CanvasLayer/TreeVisualizer"]
|
||||
|
@ -226,13 +230,18 @@ grow_horizontal = 2
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grow_vertical = 2
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||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
scroll_offset = Vector2(-100, -100)
|
||||
show_menu = false
|
||||
show_zoom_buttons = false
|
||||
show_grid_buttons = false
|
||||
show_minimap_button = false
|
||||
show_arrange_button = false
|
||||
|
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[node name="IntroImage" type="Sprite2D" parent="Camera2D"]
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visible = false
|
||||
z_index = 1
|
||||
scale = Vector2(0.347656, 0.373264)
|
||||
texture = ExtResource("3_oufrl")
|
||||
|
||||
[node name="Tileset" type="Node2D" parent="."]
|
||||
script = ExtResource("1_k0rw8")
|
||||
|
||||
|
|
|
@ -78,12 +78,12 @@ key_9={
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}
|
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force_game_tick={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"key_label":0,"unicode":102,"location":0,"echo":false,"script":null)
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":84,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
force_game_tick_fast={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":71,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
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||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
key_4={
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@ -106,6 +106,11 @@ key_6={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":54,"key_label":0,"unicode":54,"location":0,"echo":false,"script":null)
|
||||
]
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||||
}
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auto_tick={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
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]
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}
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[rendering]
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@ -22,7 +22,7 @@ enum Event {
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};
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#
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static var events: Array[TrackedEvent] = []
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static var max_events: int = 20
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static var max_events: int = 14
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static var callbacks: Array[Callable] = []
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@ -79,9 +79,9 @@ static func populate_visual_log_create_label(event: TrackedEvent, container: Con
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elif event_id == Event.GAME_STATE_WIN:
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text = "Game won"
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elif event_id == Event.NEW_EXPLORATION_GOAL:
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text = "New exploration goal " + str(params["goal"])
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text = "New goal " + str(params["goal"])
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elif event_id == Event.EXPLORATION_GOAL_REACHED:
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text = "Exploration goal reached " + str(params["goal"])
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text = "Goal reached"
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elif event_id == Event.TEMPERATURE_COLD:
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text = "Temperature is cold: -" + str(params["temperature"])
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elif event_id == Event.TIME_SUNDOWN:
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||||
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@ -91,6 +91,7 @@ static func populate_visual_log_create_label(event: TrackedEvent, container: Con
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var event_label: Label = Label.new()
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event_label.text = text
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event_label.add_theme_font_size_override("font_size", 24 * game_manager.calculate_scale(Vector2(1200, 1200)).y)
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event_label.add_theme_color_override("font_color", Color(0, 0, 0))
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|
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var event_container: HBoxContainer = HBoxContainer.new()
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@ -101,6 +102,8 @@ static func populate_visual_log_create_label(event: TrackedEvent, container: Con
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if item_texture:
|
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var item_texture_rect: TextureRect = TextureRect.new()
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item_texture_rect.texture = item_texture
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item_texture_rect.set_expand_mode(TextureRect.EXPAND_FIT_WIDTH)
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item_texture_rect.set_stretch_mode(TextureRect.STRETCH_KEEP_ASPECT_CENTERED)
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event_container.add_child(item_texture_rect)
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container.add_child(event_container)
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|
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@ -17,6 +17,11 @@ var tilemap_navigation: TilemapNavigation = TilemapNavigation.new()
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@onready var tree_visualizer: BehaviorTreeVisualizer = %TreeVisualizer
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#
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var waiting_for_input: bool = true
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@onready var intro_image: Sprite2D = $Camera2D/IntroImage
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func _ready() -> void:
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tilemap_navigation.world = world
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@ -28,32 +33,51 @@ func _ready() -> void:
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update_bars()
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call_deferred("defer_ready")
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func defer_ready() -> void:
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tree_visualizer.behavior_tree = player.behavior_tree
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tree_visualizer.build_tree()
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intro_image.visible = true
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await wait_for_key_press()
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get_tree().create_tween().tween_method(set_intro_opacity, 1.0, 0.0, 1.0)
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# game_ticker.start()
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func _process(delta: float) -> void:
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if Input.is_action_just_pressed("key_1"):
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camera.go_to_zooming(Vector2(517.469787597656, 289.846008300781), 1.771561)
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if Input.is_action_just_pressed("key_2"):
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camera.go_to_zooming(Vector2(789.883972167969, 450.102813720703), 0.56015348434448)
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if Input.is_action_just_pressed("key_9"):
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world.camp_manager.campfire_light()
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world.camp_manager.sleep_effect()
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world.camp_manager.campfire_extinguish()
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if Input.is_action_just_pressed("force_game_tick"):
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Task.print_behavior_tree_evaluation = true
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_on_game_tick_timeout()
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Task.print_behavior_tree_evaluation = false
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if Input.is_action_pressed("force_game_tick_fast"):
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_on_game_tick_timeout()
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if Input.is_action_just_pressed("key_6"):
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if Input.is_action_just_pressed("key_2"):
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toggle_temperature_layer()
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camera.print_config()
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if Input.is_action_just_pressed("auto_tick"):
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if game_ticker.is_stopped():
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game_ticker.start()
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else:
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game_ticker.stop()
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|
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if intro_image.is_visible():
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intro_image.set_scale(calculate_scale(intro_image.texture.get_size()))
|
||||
|
||||
|
||||
func calculate_scale(image_size: Vector2) -> Vector2:
|
||||
var viewport_size: Vector2 = world.get_viewport_rect().size
|
||||
var scale: float = viewport_size.x / image_size.x
|
||||
return Vector2(scale, scale)
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||||
|
||||
|
||||
# SECTION: intro
|
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|
||||
func set_intro_opacity(opacity: float) -> void:
|
||||
intro_image.set_modulate(Color(1, 1, 1, opacity))
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||||
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# SECTION: game tick
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func player_health_depleted():
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||||
# TODO
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@ -76,9 +100,40 @@ func _on_game_tick_timeout() -> void:
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update_bars()
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handle_result_game_state(player.behavior_tree.blackboard)
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if not game_ticker.is_stopped():
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camera_follow_player()
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timer_on_game_tick_timeout.stop()
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|
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func camera_follow_player() -> void:
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var player_position: Vector2 = world.tilemap_player.cell_to_local(player.board_position)
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var targeted_position = null
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if player.behavior_tree.blackboard.has("path"):
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var path: Array = player.behavior_tree.blackboard["path"]
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if path.size() > 0:
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targeted_position = world.tilemap_player.cell_to_local(path[path.size() - 1])
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if not targeted_position:
|
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camera.go_to(player_position)
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return
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|
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var avg_position = (player_position + targeted_position) / 2
|
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var distance: float = player_position.distance_to(targeted_position)
|
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if distance < 200:
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camera.go_to_zooming(avg_position, distance_to_zoom_level(200))
|
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else:
|
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var zoom_level: float = distance_to_zoom_level(distance)
|
||||
camera.go_to_zooming(avg_position, zoom_level)
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|
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func distance_to_zoom_level(distance: float) -> float:
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var a: float = 862.08
|
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var b: float = 274.13
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return a / (distance + b)
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|
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func handle_result_game_state(blackboard: Dictionary) -> void:
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if blackboard.has("game_state_win"):
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EventsTracker.track(EventsTracker.Event.GAME_STATE_WIN)
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@ -112,3 +167,14 @@ func update_bars() -> void:
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func toggle_temperature_layer() -> void:
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world.tilemap_temperature.tilemap.visible = not world.tilemap_temperature.tilemap.visible
|
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|
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func wait_for_key_press():
|
||||
waiting_for_input = true
|
||||
while waiting_for_input:
|
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await get_tree().process_frame
|
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|
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|
||||
func _input(event):
|
||||
if event is InputEventKey and event.pressed:
|
||||
waiting_for_input = false
|
||||
|
|
|
@ -20,10 +20,10 @@ var game_manager: GameManager = null
|
|||
var last_board_position: Vector2i = Vector2i(0, 0)
|
||||
|
||||
var board_position: Vector2i = Vector2i(0, 0):
|
||||
set(value):
|
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last_board_position = board_position
|
||||
board_position = value
|
||||
update_board()
|
||||
set(value):
|
||||
last_board_position = board_position
|
||||
board_position = value
|
||||
update_board()
|
||||
|
||||
@onready var behavior_tree: BehaviorTree = $BehaviorTree
|
||||
|
||||
|
@ -34,212 +34,212 @@ var temperature_timer: int = 0
|
|||
var health: int = max_health
|
||||
|
||||
var inventory_slot: Vector2i = tilemap_types.EMPTY:
|
||||
set(value):
|
||||
inventory_slot = value
|
||||
update_board()
|
||||
set(value):
|
||||
inventory_slot = value
|
||||
update_board()
|
||||
|
||||
var player_memory: Dictionary = {}
|
||||
|
||||
func _ready() -> void:
|
||||
call_deferred("defer_ready")
|
||||
call_deferred("defer_ready")
|
||||
|
||||
|
||||
func defer_ready() -> void:
|
||||
behavior_tree.game_manager = game_manager
|
||||
var player_start_position: Array[Vector2i] = game_manager.world.tilemap_player.get_cells_by_type(tilemap_types.PLAYER_DOWN)
|
||||
if len(player_start_position) > 0:
|
||||
board_position = player_start_position[0]
|
||||
else:
|
||||
push_error("No player start position found on tilemap")
|
||||
update_board()
|
||||
behavior_tree.game_manager = game_manager
|
||||
var player_start_position: Array[Vector2i] = game_manager.world.tilemap_player.get_cells_by_type(tilemap_types.PLAYER_DOWN)
|
||||
if len(player_start_position) > 0:
|
||||
board_position = player_start_position[0]
|
||||
else:
|
||||
push_error("No player start position found on tilemap")
|
||||
update_board()
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if Input.is_action_just_pressed("key_3"):
|
||||
game_manager.camera.go_to_zooming(game_manager.world.tilemap_player.cell_to_local(board_position), 2)
|
||||
if Input.is_action_just_pressed("key_5"):
|
||||
pick_up_item(Vector2i(5, 8))
|
||||
pick_up_item(Vector2i(9, 9))
|
||||
if Input.is_action_just_pressed("key_4"):
|
||||
var nearest: Vector2i = find_nearest_object([game_manager.world.tilemap_types.OBJECT_I_TREE_FULL])
|
||||
# nearest.x = nearest.x - 1
|
||||
walk_towards(nearest)
|
||||
if Input.is_action_just_pressed("key_1"):
|
||||
game_manager.camera.go_to_zooming(game_manager.world.tilemap_player.cell_to_local(board_position), 2)
|
||||
if Input.is_action_just_pressed("key_5"):
|
||||
pick_up_item(Vector2i(5, 8))
|
||||
pick_up_item(Vector2i(9, 9))
|
||||
if Input.is_action_just_pressed("key_4"):
|
||||
var nearest: Vector2i = find_nearest_object([game_manager.world.tilemap_types.OBJECT_I_TREE_FULL])
|
||||
# nearest.x = nearest.x - 1
|
||||
walk_towards(nearest)
|
||||
|
||||
|
||||
# SECTION: board access/mangement
|
||||
|
||||
func update_board() -> void:
|
||||
game_manager.world.tilemap_player.clear_cells()
|
||||
# decide what direction the player is facing tilemap_types.PLAYER_DOWN, ...
|
||||
var direction: Vector2i = find_direction(last_board_position, board_position)
|
||||
game_manager.world.tilemap_player.set_cell(board_position, tilemap_types.player_sprite_from_direction(direction))
|
||||
game_manager.world.tilemap_player.clear_cells()
|
||||
# decide what direction the player is facing tilemap_types.PLAYER_DOWN, ...
|
||||
var direction: Vector2i = find_direction(last_board_position, board_position)
|
||||
game_manager.world.tilemap_player.set_cell(board_position, tilemap_types.player_sprite_from_direction(direction))
|
||||
|
||||
if inventory_slot and inventory_slot != tilemap_types.EMPTY:
|
||||
%InventoryContentRect.texture = game_manager.world.tilemap_interactive.get_cell_texture(inventory_slot)
|
||||
else:
|
||||
%InventoryContentRect.texture = null
|
||||
if inventory_slot and inventory_slot != tilemap_types.EMPTY:
|
||||
%InventoryContentRect.texture = game_manager.world.tilemap_interactive.get_cell_texture(inventory_slot)
|
||||
else:
|
||||
%InventoryContentRect.texture = null
|
||||
|
||||
|
||||
# SECTION: inventory system
|
||||
|
||||
func pick_up_item(tilemap_pos: Vector2i) -> void:
|
||||
var pick_up_cell: TileData = game_manager.world.tilemap_interactive.get_cell(tilemap_pos)
|
||||
if not pick_up_cell:
|
||||
push_warning("Player trying to pick up item that does not exist at ", tilemap_pos)
|
||||
return
|
||||
var pick_up_cell: TileData = game_manager.world.tilemap_interactive.get_cell(tilemap_pos)
|
||||
if not pick_up_cell:
|
||||
push_warning("Player trying to pick up item that does not exist at ", tilemap_pos)
|
||||
return
|
||||
|
||||
var pick_up_item_type: Vector2i = game_manager.world.tilemap_interactive.tilemap.get_cell_atlas_coords(tilemap_pos)
|
||||
var pick_up_item_type: Vector2i = game_manager.world.tilemap_interactive.tilemap.get_cell_atlas_coords(tilemap_pos)
|
||||
|
||||
# check if inventory contains item that needs to be transformed on dropping
|
||||
# this should never be the case, as the pick up item operation should already reflect this transformation
|
||||
var tile_drop_item: Vector2i = inventory_slot
|
||||
if tile_drop_item == tilemap_types.OBJECT_I_FILLED_BUSH:
|
||||
tile_drop_item = tilemap_types.OBJECT_I_BERRY
|
||||
elif tile_drop_item == tilemap_types.OBJECT_I_TREE_FULL:
|
||||
tile_drop_item = tilemap_types.OBJECT_I_STICK
|
||||
# check if inventory contains item that needs to be transformed on dropping
|
||||
# this should never be the case, as the pick up item operation should already reflect this transformation
|
||||
var tile_drop_item: Vector2i = inventory_slot
|
||||
if tile_drop_item == tilemap_types.OBJECT_I_FILLED_BUSH:
|
||||
tile_drop_item = tilemap_types.OBJECT_I_BERRY
|
||||
elif tile_drop_item == tilemap_types.OBJECT_I_TREE_FULL:
|
||||
tile_drop_item = tilemap_types.OBJECT_I_STICK
|
||||
|
||||
# check if tile will transform into another tile upon pickup
|
||||
var tile_after_pickup_transform = null
|
||||
if pick_up_item_type == tilemap_types.OBJECT_I_FILLED_BUSH:
|
||||
tile_after_pickup_transform = tilemap_types.OBJECT_I_EMPTY_BUSH
|
||||
pick_up_item_type = tilemap_types.OBJECT_I_BERRY
|
||||
elif pick_up_item_type == tilemap_types.OBJECT_I_TREE_FULL:
|
||||
tile_after_pickup_transform = tilemap_types.OBJECT_I_TREE_CUT
|
||||
pick_up_item_type = tilemap_types.OBJECT_I_STICK
|
||||
# check if tile will transform into another tile upon pickup
|
||||
var tile_after_pickup_transform = null
|
||||
if pick_up_item_type == tilemap_types.OBJECT_I_FILLED_BUSH:
|
||||
tile_after_pickup_transform = tilemap_types.OBJECT_I_EMPTY_BUSH
|
||||
pick_up_item_type = tilemap_types.OBJECT_I_BERRY
|
||||
elif pick_up_item_type == tilemap_types.OBJECT_I_TREE_FULL:
|
||||
tile_after_pickup_transform = tilemap_types.OBJECT_I_TREE_CUT
|
||||
pick_up_item_type = tilemap_types.OBJECT_I_STICK
|
||||
|
||||
# check if the inventory slot is empty
|
||||
if inventory_slot == tilemap_types.EMPTY:
|
||||
inventory_slot = pick_up_item_type
|
||||
if tile_after_pickup_transform:
|
||||
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_after_pickup_transform)
|
||||
else:
|
||||
game_manager.world.tilemap_interactive.clear_cell(tilemap_pos)
|
||||
print("Picked up item: ", pick_up_item_type)
|
||||
EventsTracker.track(EventsTracker.Event.PLAYER_PICKED_UP_ITEM, {"item": pick_up_item_type})
|
||||
# check if the inventory slot is empty
|
||||
if inventory_slot == tilemap_types.EMPTY:
|
||||
inventory_slot = pick_up_item_type
|
||||
if tile_after_pickup_transform:
|
||||
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_after_pickup_transform)
|
||||
else:
|
||||
game_manager.world.tilemap_interactive.clear_cell(tilemap_pos)
|
||||
print("Picked up item: ", pick_up_item_type)
|
||||
EventsTracker.track(EventsTracker.Event.PLAYER_PICKED_UP_ITEM, {"item": pick_up_item_type})
|
||||
|
||||
else:
|
||||
# inventory is full, swap the item
|
||||
print("Inventory is full. Swapping item: ", inventory_slot, " with item: ", pick_up_item_type)
|
||||
EventsTracker.track(EventsTracker.Event.PLAYER_DROPPED_ITEM, {"item": inventory_slot})
|
||||
EventsTracker.track(EventsTracker.Event.PLAYER_PICKED_UP_ITEM, {"item": pick_up_item_type})
|
||||
if tile_after_pickup_transform:
|
||||
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_after_pickup_transform)
|
||||
var drop_location: Vector2i = game_manager.world.find_item_drop_location(tilemap_pos)
|
||||
if drop_location != tilemap_types.EMPTY:
|
||||
game_manager.world.tilemap_interactive.set_cell(drop_location, tile_drop_item)
|
||||
else:
|
||||
push_warning("Could not find valid drop position for ", inventory_slot)
|
||||
else:
|
||||
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_drop_item)
|
||||
inventory_slot = pick_up_item_type
|
||||
else:
|
||||
# inventory is full, swap the item
|
||||
print("Inventory is full. Swapping item: ", inventory_slot, " with item: ", pick_up_item_type)
|
||||
EventsTracker.track(EventsTracker.Event.PLAYER_DROPPED_ITEM, {"item": inventory_slot})
|
||||
EventsTracker.track(EventsTracker.Event.PLAYER_PICKED_UP_ITEM, {"item": pick_up_item_type})
|
||||
if tile_after_pickup_transform:
|
||||
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_after_pickup_transform)
|
||||
var drop_location: Vector2i = game_manager.world.find_item_drop_location(tilemap_pos)
|
||||
if drop_location != tilemap_types.EMPTY:
|
||||
game_manager.world.tilemap_interactive.set_cell(drop_location, tile_drop_item)
|
||||
else:
|
||||
push_warning("Could not find valid drop position for ", inventory_slot)
|
||||
else:
|
||||
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_drop_item)
|
||||
inventory_slot = pick_up_item_type
|
||||
|
||||
|
||||
# SECTION: player movement
|
||||
|
||||
func walk_towards(position: Vector2i) -> void:
|
||||
var path: Array[Vector2i] = game_manager.tilemap_navigation.find_path(board_position, position)
|
||||
walk_along(path)
|
||||
var path: Array[Vector2i] = game_manager.tilemap_navigation.find_path(board_position, position)
|
||||
walk_along(path)
|
||||
|
||||
|
||||
func walk_along(path: Array[Vector2i]) -> void:
|
||||
if len(path) > 1:
|
||||
if len(path) > 1:
|
||||
|
||||
var next_position: Vector2i
|
||||
if path.has(board_position):
|
||||
var current_index: int = path.find(board_position)
|
||||
if current_index < path.size() - 1:
|
||||
next_position = path[current_index + 1]
|
||||
else:
|
||||
next_position = path[1]
|
||||
else:
|
||||
next_position = path[1]
|
||||
var next_position: Vector2i
|
||||
if path.has(board_position):
|
||||
var current_index: int = path.find(board_position)
|
||||
if current_index < path.size() - 1:
|
||||
next_position = path[current_index + 1]
|
||||
else:
|
||||
next_position = path[1]
|
||||
else:
|
||||
next_position = path[1]
|
||||
|
||||
var direction: Vector2i = find_direction(board_position, next_position)
|
||||
move_player(direction)
|
||||
game_manager.tilemap_navigation.chosen_path = path
|
||||
else:
|
||||
push_warning("walk_along path is empty")
|
||||
var direction: Vector2i = find_direction(board_position, next_position)
|
||||
move_player(direction)
|
||||
game_manager.tilemap_navigation.chosen_path = path
|
||||
else:
|
||||
push_warning("walk_along path is empty")
|
||||
|
||||
|
||||
func move_player(direction: Vector2i) -> void:
|
||||
var new_position: Vector2 = board_position + direction
|
||||
if game_manager.world.is_walkable(new_position):
|
||||
board_position = new_position
|
||||
else:
|
||||
push_warning("Player trying to move to non-walkable position, prevented ", new_position)
|
||||
var new_position: Vector2 = board_position + direction
|
||||
if game_manager.world.is_walkable(new_position):
|
||||
board_position = new_position
|
||||
else:
|
||||
push_warning("Player trying to move to non-walkable position, prevented ", new_position)
|
||||
|
||||
|
||||
func find_nearest_object(object_collection: Array[Vector2i]) -> Vector2i:
|
||||
var object_positions: Array[Vector2i] = []
|
||||
var object_positions: Array[Vector2i] = []
|
||||
|
||||
for obj in object_collection:
|
||||
object_positions.append_array(game_manager.world.tilemap_interactive.get_cells_by_type(obj))
|
||||
for obj in object_collection:
|
||||
object_positions.append_array(game_manager.world.tilemap_interactive.get_cells_by_type(obj))
|
||||
|
||||
if object_positions.size() == 0:
|
||||
push_warning("No " + str(object_collection) + " found!")
|
||||
return tilemap_types.NO_TILE_FOUND
|
||||
if object_positions.size() == 0:
|
||||
push_warning("No " + str(object_collection) + " found!")
|
||||
return tilemap_types.NO_TILE_FOUND
|
||||
|
||||
var closest_object: Vector2i = tilemap_types.NO_TILE_FOUND
|
||||
var shortest_distance: float = 99999999
|
||||
var closest_object: Vector2i = tilemap_types.NO_TILE_FOUND
|
||||
var shortest_distance: float = 99999999
|
||||
|
||||
for position in object_positions:
|
||||
var distance: float = game_manager.tilemap_navigation.manhattan_distance(board_position, position)
|
||||
if closest_object == tilemap_types.NO_TILE_FOUND or distance < shortest_distance:
|
||||
closest_object = position
|
||||
shortest_distance = distance
|
||||
for position in object_positions:
|
||||
var distance: float = game_manager.tilemap_navigation.manhattan_distance(board_position, position)
|
||||
if closest_object == tilemap_types.NO_TILE_FOUND or distance < shortest_distance:
|
||||
closest_object = position
|
||||
shortest_distance = distance
|
||||
|
||||
print("Find nearest " + str(object_collection) + " at:", closest_object)
|
||||
return closest_object
|
||||
print("Find nearest " + str(object_collection) + " at:", closest_object)
|
||||
return closest_object
|
||||
|
||||
|
||||
func find_direction(pos_a: Vector2i, pos_b: Vector2i) -> Vector2i:
|
||||
var direction: Vector2i = Vector2i(0, 0)
|
||||
if pos_a.x < pos_b.x:
|
||||
direction.x = 1
|
||||
elif pos_a.x > pos_b.x:
|
||||
direction.x = -1
|
||||
var direction: Vector2i = Vector2i(0, 0)
|
||||
if pos_a.x < pos_b.x:
|
||||
direction.x = 1
|
||||
elif pos_a.x > pos_b.x:
|
||||
direction.x = -1
|
||||
|
||||
if pos_a.y < pos_b.y:
|
||||
direction.y = 1
|
||||
elif pos_a.y > pos_b.y:
|
||||
direction.y = -1
|
||||
if pos_a.y < pos_b.y:
|
||||
direction.y = 1
|
||||
elif pos_a.y > pos_b.y:
|
||||
direction.y = -1
|
||||
|
||||
return direction
|
||||
return direction
|
||||
|
||||
|
||||
# SECTION: game tick
|
||||
|
||||
func get_current_temperature() -> int:
|
||||
return game_manager.world.tilemap_temperature.get_custom_data(board_position, "temperature", 0) as int
|
||||
return game_manager.world.tilemap_temperature.get_custom_data(board_position, "temperature", 0) as int
|
||||
|
||||
|
||||
func tick_handle_temperature(cell_temperature: int) -> void:
|
||||
if temperature_buff_timer > 0:
|
||||
temperature_buff_timer -= 1
|
||||
return
|
||||
if temperature_buff_timer > 0:
|
||||
temperature_buff_timer -= 1
|
||||
return
|
||||
|
||||
if cell_temperature == 0:
|
||||
temperature_timer = 0
|
||||
elif temperature_timer > temperature_endure:
|
||||
temperature_timer += cell_temperature
|
||||
health -= temperature_damage
|
||||
if cell_temperature == 0:
|
||||
temperature_timer = 0
|
||||
elif temperature_timer > temperature_endure:
|
||||
temperature_timer += cell_temperature
|
||||
health -= temperature_damage
|
||||
|
||||
|
||||
func tick_handle_food():
|
||||
if food > 0:
|
||||
food -= 1
|
||||
if food <= 0:
|
||||
health -= food_damage
|
||||
if food > 0:
|
||||
food -= 1
|
||||
if food <= 0:
|
||||
health -= food_damage
|
||||
|
||||
|
||||
func game_tick() -> void:
|
||||
behavior_tree.game_tick()
|
||||
StepVisualization.add_circle_tileset(board_position, view_distance / 1.2, StepVisualization.CircleType.PLAYER_VIEW)
|
||||
behavior_tree.game_tick()
|
||||
StepVisualization.add_circle_tileset(board_position, view_distance / 1.2, StepVisualization.CircleType.PLAYER_VIEW)
|
||||
|
||||
tick_handle_temperature(get_current_temperature())
|
||||
tick_handle_food()
|
||||
tick_handle_temperature(get_current_temperature())
|
||||
tick_handle_food()
|
||||
|
||||
if health < 0:
|
||||
game_manager.player_health_depleted()
|
||||
if health < 0:
|
||||
game_manager.player_health_depleted()
|
||||
|
||||
update_board()
|
||||
update_board()
|
||||
|
|
Loading…
Reference in New Issue