diff --git a/.vscode/settings.json b/.vscode/settings.json deleted file mode 100644 index 0f8fbe7..0000000 --- a/.vscode/settings.json +++ /dev/null @@ -1,3 +0,0 @@ -{ - "godotTools.editorPath.godot4": "g:\\Godot\\Godot_v4.3-stable_win64_console.exe" -} \ No newline at end of file diff --git a/project/assets/images/test-stamp-png.png b/project/assets/images/test-stamp-png.png new file mode 100644 index 0000000..ddacb1c Binary files /dev/null and b/project/assets/images/test-stamp-png.png differ diff --git a/project/assets/images/test-stamp-png.png.import b/project/assets/images/test-stamp-png.png.import new file mode 100644 index 0000000..61d3c2d --- /dev/null +++ b/project/assets/images/test-stamp-png.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cec2cyh21jhxh" +path="res://.godot/imported/test-stamp-png.png-b6bc37d9bb89c1a8896950f3d851cde1.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/images/test-stamp-png.png" +dest_files=["res://.godot/imported/test-stamp-png.png-b6bc37d9bb89c1a8896950f3d851cde1.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 diff --git a/project/main-scenes/island.tscn b/project/main-scenes/island.tscn index fa63fb1..943f179 100644 --- a/project/main-scenes/island.tscn +++ b/project/main-scenes/island.tscn @@ -1,10 +1,11 @@ -[gd_scene load_steps=45 format=4 uid="uid://b88asko1ugyd2"] +[gd_scene load_steps=50 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://scripts/tilemap/Dein Abschnittstext.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"] @@ -45,6 +46,72 @@ [ext_resource type="Script" path="res://scripts/player/tree/impl/game/camp/TaskPutInventoryContentInCamp.gd" id="39_8rirr"] [ext_resource type="Script" path="res://scripts/player/tree/impl/game/camp/TaskCampSleep.gd" id="39_nbuyx"] +[sub_resource type="Animation" id="Animation_utk5y"] +resource_name = "Fade in" +length = 3.0 +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/path = NodePath("Camera2D/ColorRect:color") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(1, 3), +"transitions": PackedFloat32Array(1, 1), +"update": 0, +"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 0)] +} + +[sub_resource type="Animation" id="Animation_tc843"] +length = 0.001 +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/path = NodePath("Camera2D/ColorRect:color") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(0), +"transitions": PackedFloat32Array(1), +"update": 0, +"values": [Color(0, 0, 0, 0)] +} + +[sub_resource type="Animation" id="Animation_wbxrc"] +resource_name = "Fade out" +length = 3.0 +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = false +tracks/0/path = NodePath("Camera2D/ColorRect:color") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(0, 2), +"transitions": PackedFloat32Array(1, 1), +"update": 0, +"values": [Color(0, 0, 0, 0), Color(0, 0, 0, 1)] +} +tracks/1/type = "value" +tracks/1/imported = false +tracks/1/enabled = true +tracks/1/path = NodePath("Camera2D/Sprite2D:visible") +tracks/1/interp = 1 +tracks/1/loop_wrap = true +tracks/1/keys = { +"times": PackedFloat32Array(0), +"transitions": PackedFloat32Array(1), +"update": 1, +"values": [false] +} + +[sub_resource type="AnimationLibrary" id="AnimationLibrary_y25dn"] +_data = { +"Fade in": SubResource("Animation_utk5y"), +"Fade out": SubResource("Animation_wbxrc"), +"RESET": SubResource("Animation_tc843") +} + [node name="Island-scene" type="Node2D"] script = ExtResource("1_eeg2d") metadata/_edit_vertical_guides_ = [1900.0, 4004.0] @@ -54,6 +121,28 @@ metadata/_edit_horizontal_guides_ = [2097.0] position = Vector2(2451, 3007) script = ExtResource("2_k51iv") +[node name="Sprite2D" type="Sprite2D" parent="Camera2D"] +z_index = 1 +position = Vector2(1.50008, -2.00003) +scale = Vector2(0.347656, 0.373264) +texture = ExtResource("3_oufrl") + +[node name="ColorRect" type="ColorRect" parent="Camera2D"] +top_level = true +z_index = 1 +offset_left = -6230.0 +offset_top = -4497.0 +offset_right = 5463.0 +offset_bottom = 4961.0 +color = Color(0, 0, 0, 0) + +[node name="AnimationPlayer" type="AnimationPlayer" parent="Camera2D"] +root_node = NodePath("../..") +libraries = { +"": SubResource("AnimationLibrary_y25dn") +} +movie_quit_on_finish = true + [node name="CanvasLayer" type="CanvasLayer" parent="Camera2D"] [node name="Vignette" type="ColorRect" parent="Camera2D/CanvasLayer"] @@ -213,7 +302,7 @@ size_flags_vertical = 8 [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) script = ExtResource("5_ecfvx") @@ -226,7 +315,6 @@ grow_horizontal = 2 grow_vertical = 2 size_flags_horizontal = 3 size_flags_vertical = 3 -scroll_offset = Vector2(-100, -100) show_menu = false show_zoom_buttons = false show_grid_buttons = false diff --git a/project/project.godot b/project/project.godot index 7dcc456..16868d3 100644 --- a/project/project.godot +++ b/project/project.godot @@ -78,12 +78,12 @@ key_9={ } 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) +"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={ diff --git a/project/scripts/global/CameraController.gd b/project/scripts/global/CameraController.gd index 156eafd..784b2ef 100644 --- a/project/scripts/global/CameraController.gd +++ b/project/scripts/global/CameraController.gd @@ -22,115 +22,115 @@ var force_zoom: Vector2 = DISABLE_FORCE func go_to_zooming(position: Vector2, zoom: float) -> void: - force_target_position = position - force_zoom = Vector2(zoom, zoom) + force_target_position = position + force_zoom = Vector2(zoom, zoom) func go_to(position: Vector2) -> void: - force_target_position = position + force_target_position = position func print_config() -> void: - print("camera.go_to_zooming(Vector2(", position.x, ", ", position.y, "), ", zoom.x, ")") + print("camera.go_to_zooming(Vector2(", position.x, ", ", position.y, "), ", zoom.x, ")") func map_range(value: float, from_min: float, from_max: float, to_min: float, to_max: float) -> float: - return to_min + (value - from_min) / (from_max - from_min) * (to_max - to_min) + return to_min + (value - from_min) / (from_max - from_min) * (to_max - to_min) func _input(event): - if event is InputEventMouseButton: - if force_zoom == DISABLE_FORCE: - if event.button_index == MOUSE_BUTTON_WHEEL_UP: - zoom = zoom * 1.1 - elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN: - zoom = zoom / 1.1 + if event is InputEventMouseButton: + if force_zoom == DISABLE_FORCE: + if event.button_index == MOUSE_BUTTON_WHEEL_UP: + zoom = zoom * 1.1 + elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN: + zoom = zoom / 1.1 func _process(delta): - if Input.is_action_just_pressed("camera_drag"): - drag_active = true - drag_start = get_viewport().get_mouse_position() - if Input.is_action_just_released("camera_drag"): - drag_active = false - if drag_active: - var drag_end: Vector2 = get_viewport().get_mouse_position() - var drag_offset: Vector2 = drag_end - drag_start - drag_start = drag_end - position -= drag_offset / zoom + if Input.is_action_just_pressed("camera_drag"): + drag_active = true + drag_start = get_viewport().get_mouse_position() + if Input.is_action_just_released("camera_drag"): + drag_active = false + if drag_active: + var drag_end: Vector2 = get_viewport().get_mouse_position() + var drag_offset: Vector2 = drag_end - drag_start + drag_start = drag_end + position -= drag_offset / zoom - if force_target_position != DISABLE_FORCE: - # move towards the target position - var offset: Vector2 = force_target_position - position - position += offset * 0.1 - if offset.length() < 1: - force_target_position = DISABLE_FORCE - if force_zoom != DISABLE_FORCE: - # move towards the target zoom - var offset: Vector2 = force_zoom - zoom - zoom += offset * 0.04 - if offset.length() < 0.02: - force_zoom = DISABLE_FORCE - else: - var is_zoom_in: bool = Input.is_action_pressed("camera_zoom_in") - var is_zoom_out: bool = Input.is_action_pressed("camera_zoom_out") + if force_target_position != DISABLE_FORCE: + # move towards the target position + var offset: Vector2 = force_target_position - position + position += offset * 0.1 + if offset.length() < 1: + force_target_position = DISABLE_FORCE + if force_zoom != DISABLE_FORCE: + # move towards the target zoom + var offset: Vector2 = force_zoom - zoom + zoom += offset * 0.04 + if offset.length() < 0.02: + force_zoom = DISABLE_FORCE + else: + var is_zoom_in: bool = Input.is_action_pressed("camera_zoom_in") + var is_zoom_out: bool = Input.is_action_pressed("camera_zoom_out") - if is_zoom_in: - zoom = zoom * 1.02 - elif is_zoom_out: - zoom = zoom / 1.02 + if is_zoom_in: + zoom = zoom * 1.02 + elif is_zoom_out: + zoom = zoom / 1.02 - if zoom.length() < 0.2: - zoom = Vector2(1, 1).normalized() * 0.2 - elif zoom.length() > 10: - zoom = Vector2(1, 1).normalized() * 10 + if zoom.length() < 0.2: + zoom = Vector2(1, 1).normalized() * 0.2 + elif zoom.length() > 10: + zoom = Vector2(1, 1).normalized() * 10 - var mouse_pos: Vector2 = get_viewport().get_mouse_position() - var screen_size: Vector2 = get_viewport().get_visible_rect().size - var acceleration: Vector2 = Vector2.ZERO + var mouse_pos: Vector2 = get_viewport().get_mouse_position() + var screen_size: Vector2 = get_viewport().get_visible_rect().size + var acceleration: Vector2 = Vector2.ZERO - # the bigger the viewport size, the bigger the border threshold - var border_threshold_addition: float = max(0, map_range(screen_size.length(), 1320, 2600, 0, 100)) + # the bigger the viewport size, the bigger the border threshold + var border_threshold_addition: float = max(0, map_range(screen_size.length(), 1320, 2600, 0, 100)) - var is_up: bool = Input.is_action_pressed("camera_up") or mouse_pos.y < inner_border_threshold + border_threshold_addition and mouse_pos.y > -outer_border_threshold - var is_down: bool = Input.is_action_pressed("camera_down") or mouse_pos.y > screen_size.y - inner_border_threshold - border_threshold_addition and mouse_pos.y < screen_size.y + outer_border_threshold - var is_left: bool = Input.is_action_pressed("camera_left") or mouse_pos.x < inner_border_threshold + border_threshold_addition and mouse_pos.x > -outer_border_threshold - var is_right: bool = Input.is_action_pressed("camera_right") or mouse_pos.x > screen_size.x - inner_border_threshold - border_threshold_addition and mouse_pos.x < screen_size.x + outer_border_threshold + var is_up: bool = Input.is_action_pressed("camera_up") or mouse_pos.y < inner_border_threshold + border_threshold_addition and mouse_pos.y > -outer_border_threshold + var is_down: bool = Input.is_action_pressed("camera_down") or mouse_pos.y > screen_size.y - inner_border_threshold - border_threshold_addition and mouse_pos.y < screen_size.y + outer_border_threshold + var is_left: bool = Input.is_action_pressed("camera_left") or mouse_pos.x < inner_border_threshold + border_threshold_addition and mouse_pos.x > -outer_border_threshold + var is_right: bool = Input.is_action_pressed("camera_right") or mouse_pos.x > screen_size.x - inner_border_threshold - border_threshold_addition and mouse_pos.x < screen_size.x + outer_border_threshold - if is_left: - acceleration.x = -border_acceleration - elif is_right: - acceleration.x = border_acceleration + if is_left: + acceleration.x = -border_acceleration + elif is_right: + acceleration.x = border_acceleration - if is_up: - acceleration.y = -border_acceleration - elif is_down: - acceleration.y = border_acceleration + if is_up: + acceleration.y = -border_acceleration + elif is_down: + acceleration.y = border_acceleration - acceleration *= Vector2.ONE / zoom + acceleration *= Vector2.ONE / zoom - if acceleration.length() > 0: - # if the acceleration is the opposite direction of the velocity, double the acceleration - if acceleration.dot(velocity) < 0: - acceleration = acceleration * 2 - velocity = velocity + acceleration * delta - else: - velocity = velocity.move_toward(Vector2.ZERO, border_acceleration * delta) + if acceleration.length() > 0: + # if the acceleration is the opposite direction of the velocity, double the acceleration + if acceleration.dot(velocity) < 0: + acceleration = acceleration * 2 + velocity = velocity + acceleration * delta + else: + velocity = velocity.move_toward(Vector2.ZERO, border_acceleration * delta) - if velocity.length() > max_speed: - velocity = velocity.normalized() * max_speed + if velocity.length() > max_speed: + velocity = velocity.normalized() * max_speed - var target_offset = velocity * delta - var target_position = position + target_offset - target_position.x = clamp(target_position.x, min_position.x, max_position.x) - target_position.y = clamp(target_position.y, min_position.y, max_position.y) + var target_offset = velocity * delta + var target_position = position + target_offset + target_position.x = clamp(target_position.x, min_position.x, max_position.x) + target_position.y = clamp(target_position.y, min_position.y, max_position.y) - var offset: Vector2 = target_position - position - position += offset + var offset: Vector2 = target_position - position + position += offset # SECTION: shader access func set_vignette_intensity(value: float) -> void: - var material: ShaderMaterial = shader_vignette.material - material.set_shader_parameter("vignette_strength", value) + var material: ShaderMaterial = shader_vignette.material + material.set_shader_parameter("vignette_strength", value) diff --git a/project/scripts/global/GameManager.gd b/project/scripts/global/GameManager.gd index a3c9a5f..b651e90 100644 --- a/project/scripts/global/GameManager.gd +++ b/project/scripts/global/GameManager.gd @@ -14,101 +14,120 @@ var tilemap_types: TileMapTileTypes = TileMapTileTypes.new() @onready var temperature_resistance_bar: ProgressBar = %TemperatureResistanceBar var tilemap_navigation: TilemapNavigation = TilemapNavigation.new() - +var waiting_for_input = true @onready var tree_visualizer: BehaviorTreeVisualizer = %TreeVisualizer - +@onready var animation_player = $Camera2D/AnimationPlayer +@onready var sprite = $Camera2D/Sprite2D +@onready var color_rect = $Camera2D/ColorRect func _ready() -> void: - tilemap_navigation.world = world - tilemap_navigation.player = player - player.game_manager = self - world.camp_manager.game_manager = self - world.step_visualizer.game_manager = self - world.step_visualizer.world = world - update_bars() - call_deferred("defer_ready") + tilemap_navigation.world = world + tilemap_navigation.player = player + player.game_manager = self + world.camp_manager.game_manager = self + world.step_visualizer.game_manager = self + world.step_visualizer.world = world + update_bars() + if animation_player and sprite: + animation_player.play("Fade in") + print("Warte auf Tasteneingabe...") + await wait_for_key_press() + animation_player.play("Fade out") + await get_tree().create_timer(3.0).timeout + call_deferred("defer_ready") + else: + print("Knoten nicht gefunden!") + call_deferred("defer_ready") func defer_ready() -> void: - tree_visualizer.behavior_tree = player.behavior_tree - tree_visualizer.build_tree() + tree_visualizer.behavior_tree = player.behavior_tree + tree_visualizer.build_tree() # game_ticker.start() - func _process(delta: float) -> void: - if Input.is_action_just_pressed("key_1"): - camera.go_to_zooming(Vector2(517.469787597656, 289.846008300781), 1.771561) - if Input.is_action_just_pressed("key_2"): - camera.go_to_zooming(Vector2(789.883972167969, 450.102813720703), 0.56015348434448) - if Input.is_action_just_pressed("key_9"): - world.camp_manager.campfire_light() - world.camp_manager.sleep_effect() - world.camp_manager.campfire_extinguish() - if Input.is_action_just_pressed("force_game_tick"): - Task.print_behavior_tree_evaluation = true - _on_game_tick_timeout() - Task.print_behavior_tree_evaluation = false - if Input.is_action_pressed("force_game_tick_fast"): - _on_game_tick_timeout() - if Input.is_action_just_pressed("key_6"): - toggle_temperature_layer() + if Input.is_action_just_pressed("key_6"): + camera.go_to_zooming(Vector2(517.469787597656, 289.846008300781), 1.771561) + if Input.is_action_just_pressed("key_3"): + camera.go_to_zooming(Vector2(789.883972167969, 450.102813720703), 0.56015348434448) + if Input.is_action_just_pressed("key_9"): + world.camp_manager.campfire_light() + world.camp_manager.sleep_effect() + world.camp_manager.campfire_extinguish() + if Input.is_action_just_pressed("force_game_tick"): + Task.print_behavior_tree_evaluation = true + _on_game_tick_timeout() + Task.print_behavior_tree_evaluation = false + if Input.is_action_pressed("force_game_tick_fast"): + _on_game_tick_timeout() + if Input.is_action_just_pressed("key_2"): + toggle_temperature_layer() func player_health_depleted(): - # TODO - pass + # TODO + pass func _on_game_tick_timeout() -> void: - var timer_on_game_tick_timeout: PerformanceTimer = PerformanceTimer.new() - timer_on_game_tick_timeout.display_name = "frame" + var timer_on_game_tick_timeout: PerformanceTimer = PerformanceTimer.new() + timer_on_game_tick_timeout.display_name = "frame" - tilemap_navigation.game_tick_start() - world.game_tick_start() + tilemap_navigation.game_tick_start() + world.game_tick_start() - player.game_tick() + player.game_tick() - tilemap_navigation.game_tick_end() - world.game_tick_end() - EventsTracker.populate_visual_log(%RecentEventsLog, self) + tilemap_navigation.game_tick_end() + world.game_tick_end() + EventsTracker.populate_visual_log(%RecentEventsLog, self) - update_bars() - handle_result_game_state(player.behavior_tree.blackboard) + update_bars() + handle_result_game_state(player.behavior_tree.blackboard) - timer_on_game_tick_timeout.stop() + timer_on_game_tick_timeout.stop() func handle_result_game_state(blackboard: Dictionary) -> void: - if blackboard.has("game_state_win"): - EventsTracker.track(EventsTracker.Event.GAME_STATE_WIN) - game_ticker.stop() + if blackboard.has("game_state_win"): + EventsTracker.track(EventsTracker.Event.GAME_STATE_WIN) + game_ticker.stop() 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) - %HealthLabel.text = str(health_bar.value) + "/" + str(player.max_health) - %HealthLabel.add_theme_color_override("font_color", Color(1, 1, 1)) + if health_bar != null: + health_bar.max_value = player.max_health + health_bar.value = clamp(player.health, 0, player.max_health) + %HealthLabel.text = str(health_bar.value) + "/" + str(player.max_health) + %HealthLabel.add_theme_color_override("font_color", Color(1, 1, 1)) - if food_bar != null: - food_bar.max_value = player.max_food - food_bar.value = clamp(player.food, 0, player.max_food) - %FoodLabel.text = str(food_bar.value) + "/" + str(player.max_food) + if food_bar != null: + food_bar.max_value = player.max_food + food_bar.value = clamp(player.food, 0, player.max_food) + %FoodLabel.text = str(food_bar.value) + "/" + str(player.max_food) - if temperature_resistance_bar != null: - temperature_resistance_bar.max_value = player.temperature_set_buff_value - temperature_resistance_bar.value = clamp(player.temperature_buff_timer, 0, player.temperature_set_buff_value) - %TemperatureResistanceLabel.text = str(temperature_resistance_bar.value) + "/" + str(player.temperature_set_buff_value) + if temperature_resistance_bar != null: + temperature_resistance_bar.max_value = player.temperature_set_buff_value + temperature_resistance_bar.value = clamp(player.temperature_buff_timer, 0, player.temperature_set_buff_value) + %TemperatureResistanceLabel.text = str(temperature_resistance_bar.value) + "/" + str(player.temperature_set_buff_value) - if temperature_bar != null: - temperature_bar.max_value = player.temperature_endure - # invert the value to show the time left - var countdown: int = player.temperature_endure - player.temperature_timer - temperature_bar.value = clamp(countdown, 0, player.temperature_endure) - %TemperatureLabel.text = str(temperature_bar.value) + "/" + str(player.temperature_endure) + if temperature_bar != null: + temperature_bar.max_value = player.temperature_endure + # invert the value to show the time left + var countdown: int = player.temperature_endure - player.temperature_timer + temperature_bar.value = clamp(countdown, 0, player.temperature_endure) + %TemperatureLabel.text = str(temperature_bar.value) + "/" + str(player.temperature_endure) func toggle_temperature_layer() -> void: - world.tilemap_temperature.tilemap.visible = not world.tilemap_temperature.tilemap.visible + world.tilemap_temperature.tilemap.visible = not world.tilemap_temperature.tilemap.visible + + +func wait_for_key_press(): + while waiting_for_input: + await get_tree().process_frame + +func _input(event): + if event is InputEventKey and event.pressed: + waiting_for_input = false diff --git a/project/scripts/player/PlayerManager.gd b/project/scripts/player/PlayerManager.gd index ba5f9b5..7b28695 100644 --- a/project/scripts/player/PlayerManager.gd +++ b/project/scripts/player/PlayerManager.gd @@ -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): - 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() diff --git a/project/scripts/tilemap/Dein Abschnittstext.png b/project/scripts/tilemap/Dein Abschnittstext.png new file mode 100644 index 0000000..460116a Binary files /dev/null and b/project/scripts/tilemap/Dein Abschnittstext.png differ diff --git a/project/scripts/tilemap/Dein Abschnittstext.png.import b/project/scripts/tilemap/Dein Abschnittstext.png.import new file mode 100644 index 0000000..d9fb823 --- /dev/null +++ b/project/scripts/tilemap/Dein Abschnittstext.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://di16cmfomo60u" +path="res://.godot/imported/Dein Abschnittstext.png-6c4790c5adae04235efb3264c83686ea.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://scripts/tilemap/Dein Abschnittstext.png" +dest_files=["res://.godot/imported/Dein Abschnittstext.png-6c4790c5adae04235efb3264c83686ea.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 diff --git a/project/scripts/tilemap/World.gd b/project/scripts/tilemap/World.gd index d368491..70f3b12 100644 --- a/project/scripts/tilemap/World.gd +++ b/project/scripts/tilemap/World.gd @@ -17,30 +17,30 @@ var camp_manager: CampManager = CampManager.new() func _ready() -> void: - tilemap_ground.sid = 0 - tilemap_ground.tilemap = $GroundLayer - tilemap_non_interactive.sid = 1 - tilemap_non_interactive.tilemap = $NonInteractiveObjectsLayer - tilemap_interactive.sid = 1 - tilemap_interactive.tilemap = $InteractiveObjectsLayer - tilemap_player.sid = 3 - tilemap_player.tilemap = $PlayerLayer - tilemap_temperature.sid = 2 - tilemap_temperature.tilemap = $TemperatureLayer - tilemap_nav_vis.sid = 2 - tilemap_nav_vis.tilemap = $NavigationVisualization + tilemap_ground.sid = 0 + tilemap_ground.tilemap = $GroundLayer + tilemap_non_interactive.sid = 1 + tilemap_non_interactive.tilemap = $NonInteractiveObjectsLayer + tilemap_interactive.sid = 1 + tilemap_interactive.tilemap = $InteractiveObjectsLayer + tilemap_player.sid = 3 + tilemap_player.tilemap = $PlayerLayer + tilemap_temperature.sid = 2 + tilemap_temperature.tilemap = $TemperatureLayer + tilemap_nav_vis.sid = 2 + tilemap_nav_vis.tilemap = $NavigationVisualization - tilemap_ground.setup() - tilemap_non_interactive.setup() - tilemap_interactive.setup() - tilemap_player.setup() - tilemap_temperature.setup() + tilemap_ground.setup() + tilemap_non_interactive.setup() + tilemap_interactive.setup() + tilemap_player.setup() + tilemap_temperature.setup() - call_deferred("defer_ready") + call_deferred("defer_ready") func defer_ready() -> void: - camp_manager.setup() + camp_manager.setup() # example usage @@ -52,53 +52,53 @@ func defer_ready() -> void: # print(tilemap_ground.local_to_cell(get_local_mouse_position())) func tilemap_mouse_position() -> Vector2i: - return tilemap_ground.local_to_cell(get_local_mouse_position()) + return tilemap_ground.local_to_cell(get_local_mouse_position()) func find_item_drop_location(center_pos: Vector2i) -> Vector2i: - for x in range(center_pos.x - 1, center_pos.x + 1): - for y in range(center_pos.y - 1, center_pos.y + 1): - var check_pos: Vector2i = Vector2i(x, y) - if not tilemap_interactive.get_cell(check_pos) and is_walkable(check_pos): - return check_pos - for x in range(center_pos.x - 2, center_pos.x + 2): - for y in range(center_pos.y - 2, center_pos.y + 2): - var check_pos: Vector2i = Vector2i(x, y) - if not tilemap_interactive.get_cell(check_pos) and is_walkable(check_pos): - return check_pos - return Vector2i(-1, -1) + for x in range(center_pos.x - 1, center_pos.x + 1): + for y in range(center_pos.y - 1, center_pos.y + 1): + var check_pos: Vector2i = Vector2i(x, y) + if not tilemap_interactive.get_cell(check_pos) and is_walkable(check_pos): + return check_pos + for x in range(center_pos.x - 2, center_pos.x + 2): + for y in range(center_pos.y - 2, center_pos.y + 2): + var check_pos: Vector2i = Vector2i(x, y) + if not tilemap_interactive.get_cell(check_pos) and is_walkable(check_pos): + return check_pos + return Vector2i(-1, -1) func is_walkable(position: Vector2i) -> bool: - var ground_tile_walkable: bool = tilemap_ground.get_custom_data(position, "walkable", false) - var non_interactive_walkable: bool = tilemap_non_interactive.get_custom_data(position, "walkable", true) - var interactive_walkable: bool = tilemap_interactive.get_custom_data(position, "walkable", true) + var ground_tile_walkable: bool = tilemap_ground.get_custom_data(position, "walkable", false) + var non_interactive_walkable: bool = tilemap_non_interactive.get_custom_data(position, "walkable", true) + var interactive_walkable: bool = tilemap_interactive.get_custom_data(position, "walkable", true) - return ground_tile_walkable and non_interactive_walkable and interactive_walkable + return ground_tile_walkable and non_interactive_walkable and interactive_walkable func game_tick_start() -> void: - step_visualizer.game_tick_start() - camp_manager.game_tick_start() + step_visualizer.game_tick_start() + camp_manager.game_tick_start() - # refill empty bushes - var empty_bushes: Array[Vector2i] = tilemap_interactive.get_cells_by_type(tilemap_types.OBJECT_I_EMPTY_BUSH) - for bush in empty_bushes: - if randf() < 0.01: - tilemap_interactive.set_cell(bush, tilemap_types.OBJECT_I_FILLED_BUSH) + # refill empty bushes + var empty_bushes: Array[Vector2i] = tilemap_interactive.get_cells_by_type(tilemap_types.OBJECT_I_EMPTY_BUSH) + for bush in empty_bushes: + if randf() < 0.01: + tilemap_interactive.set_cell(bush, tilemap_types.OBJECT_I_FILLED_BUSH) - # refill empty trees - var empty_trees: Array[Vector2i] = tilemap_interactive.get_cells_by_type(tilemap_types.OBJECT_I_TREE_CUT) - for tree in empty_trees: - if randf() < 0.01: - tilemap_interactive.set_cell(tree, tilemap_types.OBJECT_I_TREE_FULL) + # refill empty trees + var empty_trees: Array[Vector2i] = tilemap_interactive.get_cells_by_type(tilemap_types.OBJECT_I_TREE_CUT) + for tree in empty_trees: + if randf() < 0.01: + tilemap_interactive.set_cell(tree, tilemap_types.OBJECT_I_TREE_FULL) - # mark all boat parts on the map - var boat_parts: Array[Vector2i] = tilemap_interactive.get_cells_by_type_collection(tilemap_types.OBJECT_COLLECTION_BOAT_PARTS) - for part in boat_parts: - StepVisualization.add_circle_tileset(part, 1, StepVisualization.CircleType.BOAT_PART) + # mark all boat parts on the map + var boat_parts: Array[Vector2i] = tilemap_interactive.get_cells_by_type_collection(tilemap_types.OBJECT_COLLECTION_BOAT_PARTS) + for part in boat_parts: + StepVisualization.add_circle_tileset(part, 1, StepVisualization.CircleType.BOAT_PART) func game_tick_end() -> void: - step_visualizer.game_tick_end() - camp_manager.game_tick_end() + step_visualizer.game_tick_end() + camp_manager.game_tick_end()