1
0
Fork 0

Added auto-waking toggle with auto-follow and zoom, and better different screen sizes support

Yan Wittmann 2025-01-13 18:17:25 +01:00
parent d026c07804
commit dc3ead30b4
7 changed files with 279 additions and 303 deletions

Binary file not shown.

Before

Width:  |  Height:  |  Size: 941 KiB

After

Width:  |  Height:  |  Size: 436 KiB

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=50 format=4 uid="uid://b88asko1ugyd2"]
[gd_scene load_steps=46 format=4 uid="uid://b88asko1ugyd2"]
[ext_resource type="Script" path="res://scripts/global/GameManager.gd" id="1_eeg2d"]
[ext_resource type="Script" path="res://scripts/tilemap/World.gd" id="1_k0rw8"]
@ -46,72 +46,6 @@
[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_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="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="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]
@ -121,28 +55,6 @@ 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"]
@ -157,6 +69,7 @@ size_flags_horizontal = 4
[node name="TopLeftContainer" type="MarginContainer" parent="Camera2D/CanvasLayer"]
offset_right = 204.0
offset_bottom = 122.0
scale = Vector2(1.3, 1.3)
theme_override_constants/margin_left = 5
theme_override_constants/margin_top = 5
@ -291,6 +204,7 @@ anchor_bottom = 1.0
offset_top = -5.0
grow_horizontal = 2
grow_vertical = 0
size_flags_vertical = 8
theme_override_constants/margin_left = 5
theme_override_constants/margin_bottom = 5
@ -304,6 +218,7 @@ size_flags_vertical = 8
unique_name_in_owner = true
position = Vector2i(0, 36)
size = Vector2i(1075, 225)
visible = false
script = ExtResource("5_ecfvx")
[node name="GraphEdit" type="GraphEdit" parent="Camera2D/CanvasLayer/TreeVisualizer"]
@ -321,6 +236,12 @@ show_grid_buttons = false
show_minimap_button = false
show_arrange_button = false
[node name="IntroImage" type="Sprite2D" parent="Camera2D"]
visible = false
z_index = 1
scale = Vector2(0.347656, 0.373264)
texture = ExtResource("3_oufrl")
[node name="Tileset" type="Node2D" parent="."]
script = ExtResource("1_k0rw8")

View File

@ -106,6 +106,11 @@ key_6={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":54,"key_label":0,"unicode":54,"location":0,"echo":false,"script":null)
]
}
auto_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":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
[rendering]

View File

@ -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)

View File

@ -22,7 +22,7 @@ enum Event {
};
#
static var events: Array[TrackedEvent] = []
static var max_events: int = 20
static var max_events: int = 14
static var callbacks: Array[Callable] = []
@ -79,9 +79,9 @@ static func populate_visual_log_create_label(event: TrackedEvent, container: Con
elif event_id == Event.GAME_STATE_WIN:
text = "Game won"
elif event_id == Event.NEW_EXPLORATION_GOAL:
text = "New exploration goal " + str(params["goal"])
text = "New goal " + str(params["goal"])
elif event_id == Event.EXPLORATION_GOAL_REACHED:
text = "Exploration goal reached " + str(params["goal"])
text = "Goal reached"
elif event_id == Event.TEMPERATURE_COLD:
text = "Temperature is cold: -" + str(params["temperature"])
elif event_id == Event.TIME_SUNDOWN:
@ -91,6 +91,7 @@ static func populate_visual_log_create_label(event: TrackedEvent, container: Con
var event_label: Label = Label.new()
event_label.text = text
event_label.add_theme_font_size_override("font_size", 24 * game_manager.calculate_scale(Vector2(1200, 1200)).y)
event_label.add_theme_color_override("font_color", Color(0, 0, 0))
var event_container: HBoxContainer = HBoxContainer.new()
@ -101,6 +102,8 @@ static func populate_visual_log_create_label(event: TrackedEvent, container: Con
if item_texture:
var item_texture_rect: TextureRect = TextureRect.new()
item_texture_rect.texture = item_texture
item_texture_rect.set_expand_mode(TextureRect.EXPAND_FIT_WIDTH)
item_texture_rect.set_stretch_mode(TextureRect.STRETCH_KEEP_ASPECT_CENTERED)
event_container.add_child(item_texture_rect)
container.add_child(event_container)

View File

@ -14,120 +14,167 @@ 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
#
var waiting_for_input: bool = true
@onready var intro_image: Sprite2D = $Camera2D/IntroImage
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()
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")
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")
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()
intro_image.visible = true
await wait_for_key_press()
get_tree().create_tween().tween_method(set_intro_opacity, 1.0, 0.0, 1.0)
# game_ticker.start()
func _process(delta: float) -> void:
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()
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()
camera.print_config()
if Input.is_action_just_pressed("auto_tick"):
if game_ticker.is_stopped():
game_ticker.start()
else:
game_ticker.stop()
if intro_image.is_visible():
intro_image.set_scale(calculate_scale(intro_image.texture.get_size()))
func calculate_scale(image_size: Vector2) -> Vector2:
var viewport_size: Vector2 = world.get_viewport_rect().size
var scale: float = viewport_size.x / image_size.x
return Vector2(scale, scale)
# SECTION: intro
func set_intro_opacity(opacity: float) -> void:
intro_image.set_modulate(Color(1, 1, 1, opacity))
# SECTION: game tick
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()
if not game_ticker.is_stopped():
camera_follow_player()
timer_on_game_tick_timeout.stop()
func camera_follow_player() -> void:
var player_position: Vector2 = world.tilemap_player.cell_to_local(player.board_position)
var targeted_position = null
if player.behavior_tree.blackboard.has("path"):
var path: Array = player.behavior_tree.blackboard["path"]
if path.size() > 0:
targeted_position = world.tilemap_player.cell_to_local(path[path.size() - 1])
if not targeted_position:
camera.go_to(player_position)
return
var avg_position = (player_position + targeted_position) / 2
var distance: float = player_position.distance_to(targeted_position)
if distance < 200:
camera.go_to_zooming(avg_position, distance_to_zoom_level(200))
else:
var zoom_level: float = distance_to_zoom_level(distance)
camera.go_to_zooming(avg_position, zoom_level)
func distance_to_zoom_level(distance: float) -> float:
var a: float = 862.08
var b: float = 274.13
return a / (distance + b)
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
waiting_for_input = true
while waiting_for_input:
await get_tree().process_frame
func _input(event):
if event is InputEventKey and event.pressed:
waiting_for_input = false
if event is InputEventKey and event.pressed:
waiting_for_input = false

View File

@ -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()