commit
deb896bf17
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@ -43,6 +43,25 @@ unique_name_in_owner = true
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layout_mode = 2
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layout_mode = 2
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text = "INV"
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text = "INV"
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[node name="HealthBar" type="ProgressBar" parent="Camera2D/CanvasLayer/VBoxContainer"]
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modulate = Color(0.787561, 0.0888135, 0.00437393, 1)
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custom_minimum_size = Vector2(150, 15)
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layout_mode = 2
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show_percentage = false
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[node name="FoodBar" type="ProgressBar" parent="Camera2D/CanvasLayer/VBoxContainer"]
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modulate = Color(0.166826, 0.552224, 0.153144, 1)
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custom_minimum_size = Vector2(0, 15)
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layout_mode = 2
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show_percentage = false
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[node name="TemperatureBar" type="ProgressBar" parent="Camera2D/CanvasLayer/VBoxContainer"]
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modulate = Color(0.0235294, 0.0392157, 1, 1)
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custom_minimum_size = Vector2(0, 15)
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layout_mode = 2
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max_value = 50.0
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show_percentage = false
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[node name="Tileset" type="Node2D" parent="."]
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[node name="Tileset" type="Node2D" parent="."]
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script = ExtResource("1_k0rw8")
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script = ExtResource("1_k0rw8")
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@ -63,7 +82,7 @@ tile_map_data = PackedByteArray("AAAQAA4AAwAAAAAAAAA=")
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tile_set = ExtResource("1_vlccq")
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tile_set = ExtResource("1_vlccq")
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[node name="TemperatureLayer" type="TileMapLayer" parent="Tileset"]
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[node name="TemperatureLayer" type="TileMapLayer" parent="Tileset"]
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tile_map_data = PackedByteArray("AAAAAAAAAgABAAAAAAA=")
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tile_map_data = PackedByteArray("AAAAAAAAAgABAAAAAAAsAAYAAgABAAAAAAApAAYAAgABAAAAAAAqAAYAAgABAAAAAAArAAYAAgABAAAAAAAtAAYAAgABAAAAAAAuAAYAAgABAAAAAAAvAAYAAgABAAAAAAAwAAYAAgABAAAAAAAwAAcAAgABAAAAAAAvAAcAAgABAAAAAAAuAAcAAgABAAAAAAAtAAcAAgABAAAAAAAsAAcAAgABAAAAAAArAAcAAgABAAAAAAAqAAcAAgABAAAAAAAqAAgAAgABAAAAAAAqAAkAAgABAAAAAAArAAkAAgABAAAAAAAsAAkAAgABAAAAAAAtAAkAAgABAAAAAAAuAAkAAgABAAAAAAAuAAgAAgABAAAAAAAvAAgAAgABAAAAAAAwAAgAAgABAAAAAAAtAAgAAgABAAAAAAAsAAgAAgABAAAAAAArAAgAAgABAAAAAAA=")
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tile_set = ExtResource("1_vlccq")
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tile_set = ExtResource("1_vlccq")
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[node name="NavigationVisualization" type="TileMapLayer" parent="Tileset"]
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[node name="NavigationVisualization" type="TileMapLayer" parent="Tileset"]
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@ -5,46 +5,78 @@ extends Node
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@onready var player: PlayerManager = $PlayerManager
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@onready var player: PlayerManager = $PlayerManager
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@onready var camera: CameraController = $Camera2D as CameraController
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@onready var camera: CameraController = $Camera2D as CameraController
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@onready var game_ticker: Timer = $GameTick
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@onready var game_ticker: Timer = $GameTick
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@onready var health_bar: ProgressBar = $Camera2D/CanvasLayer/VBoxContainer/HealthBar
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@onready var food_bar: ProgressBar = $Camera2D/CanvasLayer/VBoxContainer/FoodBar
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@onready var temperature_bar: ProgressBar = $Camera2D/CanvasLayer/VBoxContainer/TemperatureBar
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@onready var temperature_layer: Node2D = $Tileset/TemperatureLayer
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var tilemap_navigation: TilemapNavigation = TilemapNavigation.new()
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var tilemap_navigation: TilemapNavigation = TilemapNavigation.new()
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func _ready() -> void:
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func _ready() -> void:
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tilemap_navigation.world = world
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tilemap_navigation.world = world
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tilemap_navigation.player = player
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tilemap_navigation.player = player
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player.game_manager = self
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player.game_manager = self
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world.camp_manager.game_manager = self
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world.camp_manager.game_manager = self
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world.step_visualizer.game_manager = self
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world.step_visualizer.game_manager = self
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world.step_visualizer.world = world
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world.step_visualizer.world = world
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health_bar.value = player.max_health
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food_bar.value = player.max_food
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temperature_bar.value = player.temperature_endure
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update_bars()
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# game_ticker.start()
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# game_ticker.start()
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func _process(delta: float) -> void:
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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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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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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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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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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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if Input.is_action_just_pressed("key_9"):
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world.camp_manager.campfire_light()
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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.sleep_effect()
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world.camp_manager.campfire_extinguish()
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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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if Input.is_action_just_pressed("force_game_tick"):
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_on_game_tick_timeout()
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_on_game_tick_timeout()
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if Input.is_action_just_pressed("key_6"):
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toggle_temperature_layer()
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func player_health_depleted():
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func player_health_depleted():
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# TODO
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# TODO
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pass
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pass
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func _on_game_tick_timeout() -> void:
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func _on_game_tick_timeout() -> void:
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var timer_on_game_tick_timeout: PerformanceTimer = PerformanceTimer.new()
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var timer_on_game_tick_timeout: PerformanceTimer = PerformanceTimer.new()
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timer_on_game_tick_timeout.display_name = "game tick duration"
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timer_on_game_tick_timeout.display_name = "game tick duration"
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tilemap_navigation.game_tick_start()
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tilemap_navigation.game_tick_start()
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world.step_visualizer.game_tick_start()
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world.step_visualizer.game_tick_start()
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player.game_tick()
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player.game_tick()
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tilemap_navigation.game_tick_end()
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tilemap_navigation.game_tick_end()
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world.step_visualizer.game_tick_end()
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world.step_visualizer.game_tick_end()
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timer_on_game_tick_timeout.stop()
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timer_on_game_tick_timeout.stop()
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update_bars()
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func update_bars() -> void:
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if health_bar != null:
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health_bar.max_value = player.max_health
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health_bar.value = clamp(player.health, 0, player.max_health)
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if food_bar != null:
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food_bar.max_value = player.max_food
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food_bar.value = clamp(player.food, 0, player.max_food)
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if temperature_bar != null:
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var temperature_value = player.temperature_endure - player.temperature_timer
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temperature_bar.max_value = player.temperature_endure
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temperature_bar.value = clamp(temperature_value, 0, player.temperature_endure)
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func toggle_temperature_layer() -> void:
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if temperature_layer != null:
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temperature_layer.visible = not temperature_layer.visible
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print("TemperatureLayer visibility:", temperature_layer.visible)
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else:
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print("TemperatureLayer is null!")
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@ -3,7 +3,9 @@ extends Node
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@onready var inventory_label: Label = %InventoryLabel
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@onready var inventory_label: Label = %InventoryLabel
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@export var max_health: int = 100
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# food system
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# food system
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@export var max_food: int = 100
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@export var food_damage: int = 1
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@export var food_damage: int = 1
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@export var food_addon_per_berry: int = 100
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@export var food_addon_per_berry: int = 100
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@export var food_critical_threshold: int = 50
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@export var food_critical_threshold: int = 50
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@ -19,203 +21,203 @@ var game_manager: GameManager = null
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var last_board_position: Vector2i = Vector2i(0, 0)
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var last_board_position: Vector2i = Vector2i(0, 0)
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var board_position: Vector2i = Vector2i(0, 0):
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var board_position: Vector2i = Vector2i(0, 0):
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set(value):
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set(value):
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last_board_position = board_position
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last_board_position = board_position
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board_position = value
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board_position = value
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update_board()
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update_board()
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@onready var behavior_tree: BehaviorTree = $BehaviorTree
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@onready var behavior_tree: BehaviorTree = $BehaviorTree
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var food: int = 0
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var food: int = max_food
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# var water: int = 0
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# var water: int = 0
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var temperature_timer: int = 0
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var temperature_timer: int = 0
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var health: int = 0
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var health: int = max_health
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#
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#
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var inventory_slot: Vector2i = tilemap_types.EMPTY:
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var inventory_slot: Vector2i = tilemap_types.EMPTY:
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set(value):
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set(value):
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inventory_slot = value
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inventory_slot = value
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update_board()
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update_board()
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func _ready() -> void:
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func _ready() -> void:
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call_deferred("defer_ready")
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call_deferred("defer_ready")
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func defer_ready() -> void:
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func defer_ready() -> void:
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behavior_tree.game_manager = game_manager
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behavior_tree.game_manager = game_manager
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var player_start_position: Array[Vector2i] = game_manager.world.tilemap_player.get_cells_by_type(tilemap_types.PLAYER_DOWN)
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var player_start_position: Array[Vector2i] = game_manager.world.tilemap_player.get_cells_by_type(tilemap_types.PLAYER_DOWN)
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if len(player_start_position) > 0:
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if len(player_start_position) > 0:
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board_position = player_start_position[0]
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board_position = player_start_position[0]
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else:
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else:
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push_error("No player start position found on tilemap")
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push_error("No player start position found on tilemap")
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update_board()
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update_board()
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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if Input.is_action_just_pressed("key_3"):
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if Input.is_action_just_pressed("key_3"):
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game_manager.camera.go_to_zooming(game_manager.world.tilemap_player.cell_to_local(board_position), 2)
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game_manager.camera.go_to_zooming(game_manager.world.tilemap_player.cell_to_local(board_position), 2)
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if Input.is_action_just_pressed("key_5"):
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if Input.is_action_just_pressed("key_5"):
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pick_up_item(Vector2i(5, 8))
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pick_up_item(Vector2i(5, 8))
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pick_up_item(Vector2i(9, 9))
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pick_up_item(Vector2i(9, 9))
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if Input.is_action_just_pressed("key_4"):
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if Input.is_action_just_pressed("key_4"):
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var nearest: Vector2i = find_nearest_object([game_manager.world.tilemap_types.OBJECT_I_TREE_FULL])
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var nearest: Vector2i = find_nearest_object([game_manager.world.tilemap_types.OBJECT_I_TREE_FULL])
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# nearest.x = nearest.x - 1
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# nearest.x = nearest.x - 1
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walk_towards(nearest)
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walk_towards(nearest)
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# SECTION: board access/mangement
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# SECTION: board access/mangement
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func update_board() -> void:
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func update_board() -> void:
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game_manager.world.tilemap_player.clear_cells()
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game_manager.world.tilemap_player.clear_cells()
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# decide what direction the player is facing tilemap_types.PLAYER_DOWN, ...
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# decide what direction the player is facing tilemap_types.PLAYER_DOWN, ...
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var direction: Vector2i = find_direction(last_board_position, board_position)
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var direction: Vector2i = find_direction(last_board_position, board_position)
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game_manager.world.tilemap_player.set_cell(board_position, tilemap_types.player_sprite_from_direction(direction))
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game_manager.world.tilemap_player.set_cell(board_position, tilemap_types.player_sprite_from_direction(direction))
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if inventory_slot and inventory_slot != tilemap_types.EMPTY:
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if inventory_slot and inventory_slot != tilemap_types.EMPTY:
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inventory_label.text = str(inventory_slot)
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inventory_label.text = str(inventory_slot)
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else:
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else:
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inventory_label.text = "empty"
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inventory_label.text = "empty"
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# SECTION: inventory system
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# SECTION: inventory system
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func pick_up_item(tilemap_pos: Vector2i) -> void:
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func pick_up_item(tilemap_pos: Vector2i) -> void:
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var pick_up_cell: TileData = game_manager.world.tilemap_interactive.get_cell(tilemap_pos)
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var pick_up_cell: TileData = game_manager.world.tilemap_interactive.get_cell(tilemap_pos)
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if not pick_up_cell:
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if not pick_up_cell:
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push_warning("Player trying to pick up item that does not exist at ", tilemap_pos)
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push_warning("Player trying to pick up item that does not exist at ", tilemap_pos)
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return
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return
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var pick_up_item_type: Vector2i = game_manager.world.tilemap_interactive.tilemap.get_cell_atlas_coords(tilemap_pos)
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var pick_up_item_type: Vector2i = game_manager.world.tilemap_interactive.tilemap.get_cell_atlas_coords(tilemap_pos)
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# check if tile will transform into another tile upon pickup
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# check if tile will transform into another tile upon pickup
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var tile_after_pickup_transform = null
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var tile_after_pickup_transform = null
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var tile_drop_item: Vector2i = inventory_slot
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var tile_drop_item: Vector2i = inventory_slot
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if tilemap_types.OBJECT_I_FILLED_BUSH == pick_up_item_type:
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if tilemap_types.OBJECT_I_FILLED_BUSH == pick_up_item_type:
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tile_after_pickup_transform = tilemap_types.OBJECT_I_EMPTY_BUSH
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tile_after_pickup_transform = tilemap_types.OBJECT_I_EMPTY_BUSH
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pick_up_item_type = tilemap_types.OBJECT_I_BERRY
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pick_up_item_type = tilemap_types.OBJECT_I_BERRY
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tile_drop_item = tilemap_types.OBJECT_I_BERRY
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tile_drop_item = tilemap_types.OBJECT_I_BERRY
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# check if the inventory slot is empty
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# check if the inventory slot is empty
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if inventory_slot == tilemap_types.EMPTY:
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if inventory_slot == tilemap_types.EMPTY:
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inventory_slot = pick_up_item_type
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inventory_slot = pick_up_item_type
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if tile_after_pickup_transform:
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if tile_after_pickup_transform:
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game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_after_pickup_transform)
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game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_after_pickup_transform)
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else:
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else:
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game_manager.world.tilemap_interactive.clear_cell(tilemap_pos)
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game_manager.world.tilemap_interactive.clear_cell(tilemap_pos)
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print("Picked up item: ", pick_up_item_type)
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print("Picked up item: ", pick_up_item_type)
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EventsTracker.track(EventsTracker.Event.PLAYER_PICKED_UP_ITEM, {"item": pick_up_item_type})
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EventsTracker.track(EventsTracker.Event.PLAYER_PICKED_UP_ITEM, {"item": pick_up_item_type})
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else:
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else:
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# inventory is full, swap the item
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# inventory is full, swap the item
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print("Inventory is full. Swapping item: ", inventory_slot, " with item: ", pick_up_item_type)
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print("Inventory is full. Swapping item: ", inventory_slot, " with item: ", pick_up_item_type)
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EventsTracker.track(EventsTracker.Event.PLAYER_DROPPED_ITEM, {"item": inventory_slot})
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EventsTracker.track(EventsTracker.Event.PLAYER_DROPPED_ITEM, {"item": inventory_slot})
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EventsTracker.track(EventsTracker.Event.PLAYER_PICKED_UP_ITEM, {"item": pick_up_item_type})
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EventsTracker.track(EventsTracker.Event.PLAYER_PICKED_UP_ITEM, {"item": pick_up_item_type})
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if tile_after_pickup_transform:
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if tile_after_pickup_transform:
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game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_after_pickup_transform)
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game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_after_pickup_transform)
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var drop_location: Vector2i = game_manager.world.find_item_drop_location(tilemap_pos)
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var drop_location: Vector2i = game_manager.world.find_item_drop_location(tilemap_pos)
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if drop_location != tilemap_types.EMPTY:
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if drop_location != tilemap_types.EMPTY:
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game_manager.world.tilemap_interactive.set_cell(drop_location, tile_drop_item)
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game_manager.world.tilemap_interactive.set_cell(drop_location, tile_drop_item)
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else:
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else:
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push_warning("Could not find valid drop position for ", inventory_slot)
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push_warning("Could not find valid drop position for ", inventory_slot)
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else:
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else:
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game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_drop_item)
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game_manager.world.tilemap_interactive.set_cell(tilemap_pos, tile_drop_item)
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inventory_slot = pick_up_item_type
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inventory_slot = pick_up_item_type
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# SECTION: player movement
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# SECTION: player movement
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func walk_towards(position: Vector2i) -> void:
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func walk_towards(position: Vector2i) -> void:
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var path: Array[Vector2i] = game_manager.tilemap_navigation.find_path(board_position, position)
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var path: Array[Vector2i] = game_manager.tilemap_navigation.find_path(board_position, position)
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walk_along(path)
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walk_along(path)
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func walk_along(path: Array[Vector2i]) -> void:
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func walk_along(path: Array[Vector2i]) -> void:
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if len(path) > 1:
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if len(path) > 1:
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var next_position: Vector2i = path[1]
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var next_position: Vector2i = path[1]
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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()
|
||||||
|
|
|
@ -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"
|
||||||
|
|
Loading…
Reference in New Issue