Merge pull request 'StatusBars' (#6) from StatusBars into main

Reviewed-on: #6
mapsaving
Luca Ahlf 2025-01-11 11:11:48 +01:00
commit deb896bf17
4 changed files with 219 additions and 166 deletions

View File

@ -43,6 +43,25 @@ unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
text = "INV" text = "INV"
[node name="HealthBar" type="ProgressBar" parent="Camera2D/CanvasLayer/VBoxContainer"]
modulate = Color(0.787561, 0.0888135, 0.00437393, 1)
custom_minimum_size = Vector2(150, 15)
layout_mode = 2
show_percentage = false
[node name="FoodBar" type="ProgressBar" parent="Camera2D/CanvasLayer/VBoxContainer"]
modulate = Color(0.166826, 0.552224, 0.153144, 1)
custom_minimum_size = Vector2(0, 15)
layout_mode = 2
show_percentage = false
[node name="TemperatureBar" type="ProgressBar" parent="Camera2D/CanvasLayer/VBoxContainer"]
modulate = Color(0.0235294, 0.0392157, 1, 1)
custom_minimum_size = Vector2(0, 15)
layout_mode = 2
max_value = 50.0
show_percentage = false
[node name="Tileset" type="Node2D" parent="."] [node name="Tileset" type="Node2D" parent="."]
script = ExtResource("1_k0rw8") script = ExtResource("1_k0rw8")
@ -63,7 +82,7 @@ tile_map_data = PackedByteArray("AAAQAA4AAwAAAAAAAAA=")
tile_set = ExtResource("1_vlccq") tile_set = ExtResource("1_vlccq")
[node name="TemperatureLayer" type="TileMapLayer" parent="Tileset"] [node name="TemperatureLayer" type="TileMapLayer" parent="Tileset"]
tile_map_data = PackedByteArray("AAAAAAAAAgABAAAAAAA=") tile_map_data = PackedByteArray("AAAAAAAAAgABAAAAAAAsAAYAAgABAAAAAAApAAYAAgABAAAAAAAqAAYAAgABAAAAAAArAAYAAgABAAAAAAAtAAYAAgABAAAAAAAuAAYAAgABAAAAAAAvAAYAAgABAAAAAAAwAAYAAgABAAAAAAAwAAcAAgABAAAAAAAvAAcAAgABAAAAAAAuAAcAAgABAAAAAAAtAAcAAgABAAAAAAAsAAcAAgABAAAAAAArAAcAAgABAAAAAAAqAAcAAgABAAAAAAAqAAgAAgABAAAAAAAqAAkAAgABAAAAAAArAAkAAgABAAAAAAAsAAkAAgABAAAAAAAtAAkAAgABAAAAAAAuAAkAAgABAAAAAAAuAAgAAgABAAAAAAAvAAgAAgABAAAAAAAwAAgAAgABAAAAAAAtAAgAAgABAAAAAAAsAAgAAgABAAAAAAArAAgAAgABAAAAAAA=")
tile_set = ExtResource("1_vlccq") tile_set = ExtResource("1_vlccq")
[node name="NavigationVisualization" type="TileMapLayer" parent="Tileset"] [node name="NavigationVisualization" type="TileMapLayer" parent="Tileset"]

View File

@ -5,46 +5,78 @@ extends Node
@onready var player: PlayerManager = $PlayerManager @onready var player: PlayerManager = $PlayerManager
@onready var camera: CameraController = $Camera2D as CameraController @onready var camera: CameraController = $Camera2D as CameraController
@onready var game_ticker: Timer = $GameTick @onready var game_ticker: Timer = $GameTick
@onready var health_bar: ProgressBar = $Camera2D/CanvasLayer/VBoxContainer/HealthBar
@onready var food_bar: ProgressBar = $Camera2D/CanvasLayer/VBoxContainer/FoodBar
@onready var temperature_bar: ProgressBar = $Camera2D/CanvasLayer/VBoxContainer/TemperatureBar
@onready var temperature_layer: Node2D = $Tileset/TemperatureLayer
var tilemap_navigation: TilemapNavigation = TilemapNavigation.new() var tilemap_navigation: TilemapNavigation = TilemapNavigation.new()
func _ready() -> void: func _ready() -> void:
tilemap_navigation.world = world tilemap_navigation.world = world
tilemap_navigation.player = player tilemap_navigation.player = player
player.game_manager = self player.game_manager = self
world.camp_manager.game_manager = self world.camp_manager.game_manager = self
world.step_visualizer.game_manager = self world.step_visualizer.game_manager = self
world.step_visualizer.world = world world.step_visualizer.world = world
health_bar.value = player.max_health
food_bar.value = player.max_food
temperature_bar.value = player.temperature_endure
update_bars()
# game_ticker.start() # game_ticker.start()
func _process(delta: float) -> void: func _process(delta: float) -> void:
if Input.is_action_just_pressed("key_1"): if Input.is_action_just_pressed("key_1"):
camera.go_to_zooming(Vector2(517.469787597656, 289.846008300781), 1.771561) camera.go_to_zooming(Vector2(517.469787597656, 289.846008300781), 1.771561)
if Input.is_action_just_pressed("key_2"): if Input.is_action_just_pressed("key_2"):
camera.go_to_zooming(Vector2(789.883972167969, 450.102813720703), 0.56015348434448) camera.go_to_zooming(Vector2(789.883972167969, 450.102813720703), 0.56015348434448)
if Input.is_action_just_pressed("key_9"): if Input.is_action_just_pressed("key_9"):
world.camp_manager.campfire_light() world.camp_manager.campfire_light()
world.camp_manager.sleep_effect() world.camp_manager.sleep_effect()
world.camp_manager.campfire_extinguish() world.camp_manager.campfire_extinguish()
if Input.is_action_just_pressed("force_game_tick"): if Input.is_action_just_pressed("force_game_tick"):
_on_game_tick_timeout() _on_game_tick_timeout()
if Input.is_action_just_pressed("key_6"):
toggle_temperature_layer()
func player_health_depleted(): func player_health_depleted():
# TODO # TODO
pass pass
func _on_game_tick_timeout() -> void: func _on_game_tick_timeout() -> void:
var timer_on_game_tick_timeout: PerformanceTimer = PerformanceTimer.new() var timer_on_game_tick_timeout: PerformanceTimer = PerformanceTimer.new()
timer_on_game_tick_timeout.display_name = "game tick duration" timer_on_game_tick_timeout.display_name = "game tick duration"
tilemap_navigation.game_tick_start() tilemap_navigation.game_tick_start()
world.step_visualizer.game_tick_start() world.step_visualizer.game_tick_start()
player.game_tick() player.game_tick()
tilemap_navigation.game_tick_end() tilemap_navigation.game_tick_end()
world.step_visualizer.game_tick_end() world.step_visualizer.game_tick_end()
timer_on_game_tick_timeout.stop() timer_on_game_tick_timeout.stop()
update_bars()
func update_bars() -> void:
if health_bar != null:
health_bar.max_value = player.max_health
health_bar.value = clamp(player.health, 0, player.max_health)
if food_bar != null:
food_bar.max_value = player.max_food
food_bar.value = clamp(player.food, 0, player.max_food)
if temperature_bar != null:
var temperature_value = player.temperature_endure - player.temperature_timer
temperature_bar.max_value = player.temperature_endure
temperature_bar.value = clamp(temperature_value, 0, player.temperature_endure)
func toggle_temperature_layer() -> void:
if temperature_layer != null:
temperature_layer.visible = not temperature_layer.visible
print("TemperatureLayer visibility:", temperature_layer.visible)
else:
print("TemperatureLayer is null!")

View File

@ -3,7 +3,9 @@ extends Node
@onready var inventory_label: Label = %InventoryLabel @onready var inventory_label: Label = %InventoryLabel
@export var max_health: int = 100
# food system # food system
@export var max_food: int = 100
@export var food_damage: int = 1 @export var food_damage: int = 1
@export var food_addon_per_berry: int = 100 @export var food_addon_per_berry: int = 100
@export var food_critical_threshold: int = 50 @export var food_critical_threshold: int = 50
@ -19,203 +21,203 @@ var game_manager: GameManager = null
var last_board_position: Vector2i = Vector2i(0, 0) var last_board_position: Vector2i = Vector2i(0, 0)
var board_position: Vector2i = Vector2i(0, 0): var board_position: Vector2i = Vector2i(0, 0):
set(value): set(value):
last_board_position = board_position last_board_position = board_position
board_position = value board_position = value
update_board() update_board()
@onready var behavior_tree: BehaviorTree = $BehaviorTree @onready var behavior_tree: BehaviorTree = $BehaviorTree
var food: int = 0 var food: int = max_food
# var water: int = 0 # var water: int = 0
var temperature_timer: int = 0 var temperature_timer: int = 0
var health: int = 0 var health: int = max_health
# #
var inventory_slot: Vector2i = tilemap_types.EMPTY: var inventory_slot: Vector2i = tilemap_types.EMPTY:
set(value): set(value):
inventory_slot = value inventory_slot = value
update_board() update_board()
func _ready() -> void: func _ready() -> void:
call_deferred("defer_ready") call_deferred("defer_ready")
func defer_ready() -> void: func defer_ready() -> void:
behavior_tree.game_manager = game_manager 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) 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: if len(player_start_position) > 0:
board_position = player_start_position[0] board_position = player_start_position[0]
else: else:
push_error("No player start position found on tilemap") push_error("No player start position found on tilemap")
update_board() update_board()
func _process(delta: float) -> void: func _process(delta: float) -> void:
if Input.is_action_just_pressed("key_3"): 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) 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"): if Input.is_action_just_pressed("key_5"):
pick_up_item(Vector2i(5, 8)) pick_up_item(Vector2i(5, 8))
pick_up_item(Vector2i(9, 9)) pick_up_item(Vector2i(9, 9))
if Input.is_action_just_pressed("key_4"): if Input.is_action_just_pressed("key_4"):
var nearest: Vector2i = find_nearest_object([game_manager.world.tilemap_types.OBJECT_I_TREE_FULL]) var nearest: Vector2i = find_nearest_object([game_manager.world.tilemap_types.OBJECT_I_TREE_FULL])
# nearest.x = nearest.x - 1 # nearest.x = nearest.x - 1
walk_towards(nearest) walk_towards(nearest)
# SECTION: board access/mangement # SECTION: board access/mangement
func update_board() -> void: func update_board() -> void:
game_manager.world.tilemap_player.clear_cells() game_manager.world.tilemap_player.clear_cells()
# decide what direction the player is facing tilemap_types.PLAYER_DOWN, ... # decide what direction the player is facing tilemap_types.PLAYER_DOWN, ...
var direction: Vector2i = find_direction(last_board_position, board_position) 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.set_cell(board_position, tilemap_types.player_sprite_from_direction(direction))
if inventory_slot and inventory_slot != tilemap_types.EMPTY: if inventory_slot and inventory_slot != tilemap_types.EMPTY:
inventory_label.text = str(inventory_slot) inventory_label.text = str(inventory_slot)
else: else:
inventory_label.text = "empty" inventory_label.text = "empty"
# SECTION: inventory system # SECTION: inventory system
func pick_up_item(tilemap_pos: Vector2i) -> void: func pick_up_item(tilemap_pos: Vector2i) -> void:
var pick_up_cell: TileData = game_manager.world.tilemap_interactive.get_cell(tilemap_pos) var pick_up_cell: TileData = game_manager.world.tilemap_interactive.get_cell(tilemap_pos)
if not pick_up_cell: if not pick_up_cell:
push_warning("Player trying to pick up item that does not exist at ", tilemap_pos) push_warning("Player trying to pick up item that does not exist at ", tilemap_pos)
return 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 tile will transform into another tile upon pickup # check if tile will transform into another tile upon pickup
var tile_after_pickup_transform = null var tile_after_pickup_transform = null
var tile_drop_item: Vector2i = inventory_slot var tile_drop_item: Vector2i = inventory_slot
if tilemap_types.OBJECT_I_FILLED_BUSH == pick_up_item_type: if tilemap_types.OBJECT_I_FILLED_BUSH == pick_up_item_type:
tile_after_pickup_transform = tilemap_types.OBJECT_I_EMPTY_BUSH tile_after_pickup_transform = tilemap_types.OBJECT_I_EMPTY_BUSH
pick_up_item_type = tilemap_types.OBJECT_I_BERRY pick_up_item_type = tilemap_types.OBJECT_I_BERRY
tile_drop_item = tilemap_types.OBJECT_I_BERRY tile_drop_item = tilemap_types.OBJECT_I_BERRY
# check if the inventory slot is empty # check if the inventory slot is empty
if inventory_slot == tilemap_types.EMPTY: if inventory_slot == tilemap_types.EMPTY:
inventory_slot = pick_up_item_type inventory_slot = pick_up_item_type
if tile_after_pickup_transform: if tile_after_pickup_transform:
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_after_pickup_transform) game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_after_pickup_transform)
else: else:
game_manager.world.tilemap_interactive.clear_cell(tilemap_pos) game_manager.world.tilemap_interactive.clear_cell(tilemap_pos)
print("Picked up item: ", pick_up_item_type) print("Picked up item: ", pick_up_item_type)
EventsTracker.track(EventsTracker.Event.PLAYER_PICKED_UP_ITEM, {"item": pick_up_item_type}) EventsTracker.track(EventsTracker.Event.PLAYER_PICKED_UP_ITEM, {"item": pick_up_item_type})
else: else:
# inventory is full, swap the item # inventory is full, swap the item
print("Inventory is full. Swapping item: ", inventory_slot, " with item: ", pick_up_item_type) 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_DROPPED_ITEM, {"item": inventory_slot})
EventsTracker.track(EventsTracker.Event.PLAYER_PICKED_UP_ITEM, {"item": pick_up_item_type}) EventsTracker.track(EventsTracker.Event.PLAYER_PICKED_UP_ITEM, {"item": pick_up_item_type})
if tile_after_pickup_transform: if tile_after_pickup_transform:
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, 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) var drop_location: Vector2i = game_manager.world.find_item_drop_location(tilemap_pos)
if drop_location != tilemap_types.EMPTY: if drop_location != tilemap_types.EMPTY:
game_manager.world.tilemap_interactive.set_cell(drop_location, tile_drop_item) game_manager.world.tilemap_interactive.set_cell(drop_location, tile_drop_item)
else: else:
push_warning("Could not find valid drop position for ", inventory_slot) push_warning("Could not find valid drop position for ", inventory_slot)
else: else:
game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_drop_item) game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_drop_item)
inventory_slot = pick_up_item_type inventory_slot = pick_up_item_type
# SECTION: player movement # SECTION: player movement
func walk_towards(position: Vector2i) -> void: func walk_towards(position: Vector2i) -> void:
var path: Array[Vector2i] = game_manager.tilemap_navigation.find_path(board_position, position) var path: Array[Vector2i] = game_manager.tilemap_navigation.find_path(board_position, position)
walk_along(path) walk_along(path)
func walk_along(path: Array[Vector2i]) -> void: func walk_along(path: Array[Vector2i]) -> void:
if len(path) > 1: if len(path) > 1:
var next_position: Vector2i = path[1] var next_position: Vector2i = path[1]
var direction: Vector2i = find_direction(board_position, next_position) var direction: Vector2i = find_direction(board_position, next_position)
move_player(direction) move_player(direction)
game_manager.tilemap_navigation.chosen_path = path game_manager.tilemap_navigation.chosen_path = path
else: else:
push_warning("walk_along path is empty") push_warning("walk_along path is empty")
func move_player(direction: Vector2i) -> void: func move_player(direction: Vector2i) -> void:
var new_position: Vector2 = board_position + direction var new_position: Vector2 = board_position + direction
if game_manager.world.is_walkable(new_position): if game_manager.world.is_walkable(new_position):
board_position = new_position board_position = new_position
else: else:
push_warning("Player trying to move to non-walkable position, prevented ", new_position) push_warning("Player trying to move to non-walkable position, prevented ", new_position)
func find_nearest_object(object_collection: Array[Vector2i]) -> Vector2i: func find_nearest_object(object_collection: Array[Vector2i]) -> Vector2i:
var object_positions: Array[Vector2i] = [] var object_positions: Array[Vector2i] = []
for obj in object_collection: for obj in object_collection:
object_positions.append_array(game_manager.world.tilemap_interactive.get_cells_by_type(obj)) object_positions.append_array(game_manager.world.tilemap_interactive.get_cells_by_type(obj))
if object_positions.size() == 0: if object_positions.size() == 0:
push_warning("No " + str(object_collection) + " found!") push_warning("No " + str(object_collection) + " found!")
return tilemap_types.NO_TILE_FOUND return tilemap_types.NO_TILE_FOUND
var closest_object: Vector2i = tilemap_types.NO_TILE_FOUND var closest_object: Vector2i = tilemap_types.NO_TILE_FOUND
var shortest_distance: float = 99999999 var shortest_distance: float = 99999999
for position in object_positions: for position in object_positions:
var distance: float = game_manager.tilemap_navigation.manhattan_distance(board_position, position) var distance: float = game_manager.tilemap_navigation.manhattan_distance(board_position, position)
if closest_object == tilemap_types.NO_TILE_FOUND or distance < shortest_distance: if closest_object == tilemap_types.NO_TILE_FOUND or distance < shortest_distance:
closest_object = position closest_object = position
shortest_distance = distance shortest_distance = distance
print("Find nearest " + str(object_collection) + " at:", closest_object) print("Find nearest " + str(object_collection) + " at:", closest_object)
return closest_object return closest_object
func find_direction(pos_a: Vector2i, pos_b: Vector2i) -> Vector2i: func find_direction(pos_a: Vector2i, pos_b: Vector2i) -> Vector2i:
var direction: Vector2i = Vector2i(0, 0) var direction: Vector2i = Vector2i(0, 0)
if pos_a.x < pos_b.x: if pos_a.x < pos_b.x:
direction.x = 1 direction.x = 1
elif pos_a.x > pos_b.x: elif pos_a.x > pos_b.x:
direction.x = -1 direction.x = -1
if pos_a.y < pos_b.y: if pos_a.y < pos_b.y:
direction.y = 1 direction.y = 1
elif pos_a.y > pos_b.y: elif pos_a.y > pos_b.y:
direction.y = -1 direction.y = -1
return direction return direction
# SECTION: game tick # SECTION: game tick
func tick_handle_temperature(cell_temperature: int): func tick_handle_temperature(cell_temperature: int):
if cell_temperature == 0: if cell_temperature == 0:
temperature_timer = 0 temperature_timer = 0
elif temperature_timer > temperature_endure: elif temperature_timer > temperature_endure:
temperature_timer += cell_temperature temperature_timer += cell_temperature
health -= temperature_damage health -= temperature_damage
func tick_handle_food(): func tick_handle_food():
if food > 0: if food > 0:
food -= 1 food -= 1
if food <= 0: if food <= 0:
health -= food_damage health -= food_damage
func game_tick() -> void: func game_tick() -> void:
behavior_tree.game_tick() behavior_tree.game_tick()
var player_positon_array: Array[Vector2i] = game_manager.world.tilemap_player.get_cells_by_type(tilemap_types.PLAYER_DOWN) var player_positon_array: Array[Vector2i] = game_manager.world.tilemap_player.get_cells_by_type(tilemap_types.PLAYER_DOWN)
if len(player_positon_array) > 0: if len(player_positon_array) > 0:
var player_positon: Vector2i = player_positon_array[0] var player_positon: Vector2i = player_positon_array[0]
var cell_temperature: int = game_manager.world.tilemap_temperature.get_custom_data(player_positon, "temperature", 0) as int var cell_temperature: int = game_manager.world.tilemap_temperature.get_custom_data(player_positon, "temperature", 0) as int
tick_handle_temperature(cell_temperature) tick_handle_temperature(cell_temperature)
else: else:
push_error("No player found on tilemap") push_error("No player found on tilemap")
tick_handle_food() tick_handle_food()
if health < 0: if health < 0:
game_manager.player_health_depleted() game_manager.player_health_depleted()
update_board() update_board()

View File

@ -2,15 +2,15 @@ class_name TaskEatFoodFromInventory
extends Task extends Task
func run(blackboard: Dictionary) -> void: func run(blackboard: Dictionary) -> void:
var player: PlayerManager = blackboard["player"] var player: PlayerManager = blackboard["player"]
if player.inventory_slot != tilemap_types.OBJECT_I_BERRY: if player.inventory_slot != tilemap_types.OBJECT_I_BERRY:
status = FAILURE status = FAILURE
status_reason = "Inventory does not contain berry" status_reason = "Inventory does not contain berry"
return return
player.inventory_slot = tilemap_types.EMPTY player.inventory_slot = tilemap_types.EMPTY
player.food += player.food_addon_per_berry player.food = player.max_food
status = SUCCESS status = SUCCESS
status_reason = "Ate berry, player now has " + str(player.food) + " food" status_reason = "Ate berry, player now has " + str(player.food) + " food"