Increased game time limit to 600 seconds Adjusted spawn curve to start decreasing a set time before max game time. This time is an export var set from the customer spawner node Taking orders now slightly angers player Placing orders gives smaller boost than before Customers waiting to order will now grumble once they have been waiting for at least half of their max wait time
365 lines
11 KiB
GDScript
365 lines
11 KiB
GDScript
class_name Game
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extends Node
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onready var main_menu: Control = $UI/MainMenu
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onready var transition_screen: TransitionScreen = $UI/TransitionScreen
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onready var game_over_overlay: Control = $UI/GameOverOverlay
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onready var brain_gauge: Control = $UI/BrainGauge
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export var level_scene: PackedScene
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onready var level_container: Node = $LevelContainer
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var spawn_location: Position3D
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var player_visual: Spatial
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var level
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export var skip_menus: bool = false
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var is_running = false
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# Barista's "cool" - the higher the better
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var temper: float
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export(float, 0.0, 200.0, 2.0) var temper_initial: float = 100.0
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export(float, 0.0, 200.0, 2.0) var temper_min: float = 0.0
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export(float, 35.0, 45.0, 0.1) var crazy_temper: float = 30.0
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export(float, 0.0, 200.0, 2.0) var temper_max: float = 100.0
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var time_elapsed: float = 0.0
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export var game_duration: int = 20.0
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export(Array, Resource) var passive_effects
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var current_activity = null
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var activity_started: bool = false
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var current_activity_timeout: float = 0.0
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var activity_queue = []
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# NOTE: should all be of type Customer
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# NOTE: should likely be a bunch of nodes in the scene graph somewhere
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# TODO: populate customers
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var customers: Array = []
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var customers_served: int = 0
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# Audio shit
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onready var bus_music_tension: int = AudioServer.get_bus_index("MusicTension")
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onready var bus_music_crazy: int = AudioServer.get_bus_index("MusicCrazy")
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onready var bus_ambient: int = AudioServer.get_bus_index("Ambient")
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var debug: Reference
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func _ready() -> void:
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var debug_script_name = "res://debug.gd"
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if OS.has_feature("debug") and ResourceLoader.exists(debug_script_name):
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var debug_script = load(debug_script_name)
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debug = debug_script.new(self)
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debug.startup()
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AudioServer.set_bus_volume_db(bus_music_tension, linear2db(0.0))
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AudioServer.set_bus_volume_db(bus_music_crazy, linear2db(0.0))
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AudioServer.set_bus_volume_db(bus_ambient, linear2db(0.0))
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OrderRepository.connect("client_satisfied", self, "on_customer_satisfied")
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OrderRepository.connect("client_unhappy", self, "on_customer_unhappy")
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OrderRepository.connect("client_enraged", self, "on_customer_enraged")
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main_menu.connect("start_game", self, "on_start_game")
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transition_screen.fade_out()
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if OS.has_feature("debug") and skip_menus:
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on_start_game()
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func _process(delta: float) -> void:
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DebugOverlay.display("fps %d" % Performance.get_monitor(Performance.TIME_FPS))
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#DebugOverlay.display("BrAIn %.2f" % temper)
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if Input.is_action_just_pressed("menu"):
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back_to_menu()
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var is_crazy: bool = temper <= crazy_temper
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var target_tension_vol_linear = 0.0
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var target_crazy_vol_linear = 0.0
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if is_running and !is_crazy:
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target_tension_vol_linear = 1.0
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elif is_running and is_crazy:
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target_crazy_vol_linear = 1.0
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var target_ambient_vol_linear = 1.0
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var tension_vol_linear = db2linear(AudioServer.get_bus_volume_db(bus_music_tension))
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if target_tension_vol_linear > tension_vol_linear:
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tension_vol_linear = clamp(
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tension_vol_linear + delta * 0.25,
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tension_vol_linear,
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target_tension_vol_linear)
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else:
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tension_vol_linear = clamp(
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tension_vol_linear - delta * 0.25,
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target_tension_vol_linear,
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tension_vol_linear)
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AudioServer.set_bus_volume_db(bus_music_tension, linear2db(tension_vol_linear))
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var crazy_vol_linear = db2linear(AudioServer.get_bus_volume_db(bus_music_crazy))
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if target_crazy_vol_linear > crazy_vol_linear:
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crazy_vol_linear = clamp(
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crazy_vol_linear + delta * 0.25,
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crazy_vol_linear,
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target_crazy_vol_linear)
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else:
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crazy_vol_linear = clamp(
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crazy_vol_linear - delta * 0.25,
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target_crazy_vol_linear,
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crazy_vol_linear)
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AudioServer.set_bus_volume_db(bus_music_crazy, linear2db(crazy_vol_linear))
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var ambient_vol_linear = db2linear(AudioServer.get_bus_volume_db(bus_ambient))
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if target_ambient_vol_linear > ambient_vol_linear:
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ambient_vol_linear = clamp(
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ambient_vol_linear + delta * 0.25,
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ambient_vol_linear,
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target_ambient_vol_linear)
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else:
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ambient_vol_linear = clamp(
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ambient_vol_linear - delta * 0.25,
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target_ambient_vol_linear,
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ambient_vol_linear)
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AudioServer.set_bus_volume_db(bus_ambient, linear2db(ambient_vol_linear))
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if !is_running:
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return
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if is_crazy:
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if !HintPopup.firstmindwarning:
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HintPopup.firstmindwarning = true
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HintPopup.display("Watch out, you're starting to lose it", 5.0)
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HintPopup.display("Keep an eye on your sanity, try slowing down or drinking a refreshing beverage", 5.0)
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player_visual.add_icon(player_visual.possible_icons.barista_insane)
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elif temper <= temper_max/2 :
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player_visual.add_icon(player_visual.possible_icons.barista_hot)
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else:
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player_visual.remove_icon()
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time_elapsed += delta
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if passive_effects.size():
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for effect in passive_effects:
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if !effect:
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continue
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while effect.has_next_tick(time_elapsed):
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var tick_strings = [effect.displayed_name, effect.displayed_description]
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# print("Passive effect tick \"%s\": %s" % tick_strings)
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update_temper(effect.update_temper_delta)
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try_pop_activity()
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if current_activity and activity_started:
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var activity = current_activity["activity"]
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var time_left = current_activity_timeout - time_elapsed
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var is_activity_over = time_left <= 0
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# DebugOverlay.display("current activity %s" % activity.displayed_name)
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# DebugOverlay.display("activity time left %s" % time_left)
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if is_activity_over:
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update_temper(activity.outcome_temper_delta)
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current_activity_timeout = 0.0
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current_activity = null
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activity_started = false
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# if player_visual and spawn_location:
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# player_visual.transform = spawn_location.transform
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# else:
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# DebugOverlay.display("current activity none")
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# limit temper value
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if temper > temper_max:
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temper = temper_max
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# if OrderRepository.order_queue.size():
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# for order in OrderRepository.order_queue.values():
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# var order_item_names := PoolStringArray()
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# for item_num in order:
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# order_item_names.push_back(OrderRepository.get_coffe_name(item_num))
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# var order_items_text = order_item_names.join(", ")
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# DebugOverlay.display(" - %s" % order_items_text)
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var is_out_of_temper = temper < temper_min
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if is_out_of_temper:
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# Game over
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# TODO: implement gameover lose
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print("LOST")
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is_running = false
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game_over_overlay.show_game_lost()
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if time_elapsed >= game_duration:
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# Player wins
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# TODO: implement gameover win
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print("WON")
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is_running = false
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game_over_overlay.show_game_won()
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func on_start_game() -> void:
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if !OS.has_feature("debug") or !skip_menus:
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transition_screen.fade_in()
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yield(transition_screen, "animation_finished")
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main_menu.hide()
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$Background/Cafe.hide()
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$Background/Cafe/CameraPosition/Camera.current = false
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setup()
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transition_screen.fade_out()
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yield(transition_screen, "animation_finished")
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is_running = true
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on_started_running()
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func back_to_menu() -> void:
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is_running = false
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transition_screen.fade_in()
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yield(transition_screen, "animation_finished")
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brain_gauge.hide()
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teardown()
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$Background/Cafe.show()
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$Background/Cafe/CameraPosition/Camera.current = true
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main_menu.show()
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transition_screen.fade_out()
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func restart_game() -> void:
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is_running = false
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transition_screen.fade_in()
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yield(transition_screen, "animation_finished")
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teardown()
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setup()
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transition_screen.fade_out()
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yield(transition_screen, "animation_finished")
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is_running = true
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on_started_running()
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func setup() -> void:
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reset()
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# Instantiate level
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level = level_scene.instance()
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level_container.add_child(level)
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spawn_location = level.find_node("PlayerSpawnLocation")
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player_visual = level.find_node("PlayerVisual")
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player_visual.connect("done_walking", self, "start_activity")
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brain_gauge.show()
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restart_passive_effects()
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func teardown() -> void:
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game_over_overlay.hide()
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HintPopup.reset()
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# Delete level instance
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level_container.remove_child(level)
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level.queue_free()
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func reset() -> void:
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temper = temper_initial
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time_elapsed = 0.0
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customers_served = 0
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# Reset all the first time hints
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HintPopup.firstenrage = false
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HintPopup.firsthappy = false
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HintPopup.firstorder = false
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HintPopup.firstorderstart = false
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HintPopup.firstmachineuse = false
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HintPopup.firstmachinedone = false
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HintPopup.firstorderontray = false
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HintPopup.firsttempwarning = false
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HintPopup.firstmindwarning = false
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HintPopup.firstfridgeuse = false
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current_activity = null
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activity_started = false
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current_activity_timeout = 0.0
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OrderRepository.order_queue.clear()
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activity_queue.clear()
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customers.clear()
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func on_started_running() -> void:
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yield(get_tree().create_timer(1.0), "timeout")
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HintPopup.display("Oh No! The AC unit died", 5.0)
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HintPopup.display("I guess you'll just have to try and keep your cool", 5.0)
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func restart_passive_effects() -> void:
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if !passive_effects.size():
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return
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for pe in passive_effects:
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if !pe:
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continue
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pe.next_update_time = time_elapsed + pe.update_interval
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func set_activity(activity: Activity, caller, callback_name: String, position: Position3D = null):
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var activity_queued = {
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"activity": activity,
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"caller": caller,
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"callback_name": callback_name,
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# NOTE: position might make sense as part of the activity??
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"position_marker": position,
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}
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activity_queue.push_back(activity_queued)
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var queue_length = activity_queue.size()
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print("queued an activity \"%s\", queue size: %s" % [activity.displayed_name, queue_length])
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func try_pop_activity():
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if current_activity:
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return
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var activity_popped = activity_queue.pop_front()
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if !activity_popped:
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return
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var activity = activity_popped
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var position: Position3D = activity_popped["position_marker"]
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current_activity = activity
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if player_visual and position:
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player_visual.move_to(position.global_transform.origin)
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else:
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start_activity()
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func start_activity():
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if !current_activity:
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return
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current_activity_timeout = time_elapsed + current_activity["activity"].duration
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if current_activity["caller"] and !current_activity["callback_name"].empty():
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current_activity["caller"].call(current_activity["callback_name"])
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var position: Position3D = current_activity["position_marker"]
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if player_visual and position:
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player_visual.rotation.y = position.rotation.y
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activity_started = true
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func on_customer_satisfied(_customer, temper_delta) -> void:
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update_temper(temper_delta)
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customers_served += 1
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$HappyNoiseSfx.play()
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if !HintPopup.firsthappy:
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HintPopup.firsthappy = true
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HintPopup.display("Good Job, the customer is satisfied", 5.0)
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HintPopup.display("Keep up the good work", 5.0)
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#Used for when customer 'grumbles'
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func on_customer_unhappy(_customer, temper_delta) -> void:
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update_temper(temper_delta)
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func on_customer_enraged(_customer, temper_delta) -> void:
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update_temper(temper_delta)
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$SadNoiseSfx.play()
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if !HintPopup.firstenrage:
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HintPopup.firstenrage = true
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HintPopup.display("Oh No, you made a customer upset", 5.0)
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HintPopup.display("If you're not careful, too many angry customers will take a toll on you", 5.0)
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func update_temper(temper_delta:float) -> void:
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temper += temper_delta
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