This repository has been archived on 2025-09-12. You can view files and clone it, but cannot push or open issues or pull requests.
slavic-game-jam-2020/Game.gd
2020-07-26 16:55:39 +03:00

228 lines
7.4 KiB
GDScript

extends Spatial
const util = preload("res://util/util.gd")
const Level = preload("res://Levels/Level.gd")
const Robot = preload("res://functional/Robot.gd")
signal game_over()
export var Levels: Array
export var scan_step: float = 0.25
var current_level = 0
var current_camera = 0
var dev_cameras: Array
var camera_perspective: Camera
var cam_pers_offset: Vector3
var robot: Robot
var level_playable_area: AABB
var level_dimension_squared: float
var current_level_container: Node
var timer_label: RichTextLabel
var gameover_popup: Popup
var gameover_message_label: RichTextLabel
var gameover_score_label: RichTextLabel
var gameover_reason_label: RichTextLabel
var hud_message_label: RichTextLabel
var time_left: float
var sound_time_low: AudioStreamPlayer
var reference_scan: Array
var final_scan: Array
func SpawnLevel() -> void:
var level_instance: Level = (Levels[current_level] as PackedScene).instance()
current_level_container.add_child(level_instance)
level_playable_area = level_instance.playable_area_bounds
var level_dimension = level_playable_area.get_longest_axis_size()
level_dimension_squared = level_dimension * level_dimension
var level_reference_area = level_instance.reference_area_bounds
reference_scan = scan_aabb(level_reference_area)
time_left = level_instance.time_limit + 5.0
if sound_time_low and sound_time_low.playing:
sound_time_low.stop()
robot = get_tree().root.find_node("Robot", true, false)
if robot:
robot.connect("battery_depleted", self, "game_over", ["battery"])
connect("game_over", robot, "on_game_over")
else:
printerr("No robot found :(")
robot.working = false
set_camera(1)
hud_message_label.show()
yield(get_tree().create_timer(5.0), "timeout")
set_camera(0)
hud_message_label.hide()
robot.working = true
func _ready():
dev_cameras = self.get_node("devCameras").get_children()
dev_cameras[current_camera].make_current()
camera_perspective = self.get_node("devCameras/CameraPerspective")
if camera_perspective:
cam_pers_offset = camera_perspective.transform.origin
else:
printerr("No perspective camera :(")
cam_pers_offset = Vector3.ZERO
current_level_container = self.get_node("CurrentLevel")
hud_message_label = find_node("HudMessageLabel", true, false)
SpawnLevel()
timer_label = find_node("TimerLabel")
sound_time_low = self.get_node("Sounds/AlarmSound")
gameover_popup = find_node("GameoverPopup")
gameover_message_label = gameover_popup.get_node("Panel/MessageLabel")
gameover_score_label = gameover_popup.get_node("Panel/ScoreLabel")
gameover_reason_label = gameover_popup.get_node("Panel/ReasonLabel")
gameover_popup.get_node("Panel/RestartButton").connect("pressed", self, "next_level")
func _process(delta):
util.display(self, "fps %d" % Performance.get_monitor(Performance.TIME_FPS))
if Input.is_action_just_pressed("level_next"):
#call_deferred("next_level")
next_level()
if !gameover_popup.visible:
time_left = max(time_left - delta, 0.0)
if !sound_time_low.playing and time_left < 11:
sound_time_low.play()
timer_label.bbcode_text = "[right][b]%02d:%02d[/b][/right]" % [int(time_left) / 60, int(time_left) % 60]
if time_left == 0.0:
game_over("time")
if Input.is_action_just_pressed("debug_switch_camera"):
set_camera((current_camera + 1) % dev_cameras.size())
if camera_perspective && robot:
var displacement = robot.global_transform.origin
var min_displacement = displacement * 0.25
var distance_squared = displacement.length_squared()
# t = 1 / ( 4 * dist^2 / level_dim^2 + 1) from 0 to 1
var t = clamp(1.0 / ((4.0 * distance_squared / level_dimension_squared) + 1.0), 0.0, 1.0)
#util.display(self, "t %f" % t)
var camera_origin = min_displacement.linear_interpolate(displacement, t)
# Camera follows at an offset to see player more or less in the middle of the screen
camera_origin += cam_pers_offset
camera_perspective.translation = camera_origin
func set_camera(index):
current_camera = index
dev_cameras[current_camera].make_current()
func game_over(reason):
var similarity = scan_level()
emit_signal("game_over")
var score = int(similarity * 100)
gameover_score_label.bbcode_text = "[center][b]Score: %d%%[/b][/center]" % score
if score >= 75:
gameover_message_label.bbcode_text = "[center][b]Close enough![/b][/center]"
elif score == 69:
gameover_message_label.bbcode_text = "[center][b]nice[/b][/center]"
elif score >= 40:
gameover_message_label.bbcode_text = "[center][b]You can do better![/b][/center]"
else:
gameover_message_label.bbcode_text = "[center][b]Well that's a bit sad[/b][/center]"
if reason == "battery":
gameover_reason_label.bbcode_text = "[center][b]You ran out of battery![/b][/center]"
elif reason == "time":
gameover_reason_label.bbcode_text = "[center][b]Time's up![/b][/center]"
gameover_popup.show()
func next_level():
gameover_popup.hide()
remove_level()
current_level = (current_level + 1) % Levels.size()
call_deferred("SpawnLevel")
func remove_level():
for node in current_level_container.get_children():
current_level_container.remove_child(node)
(node as Node).queue_free()
func scan_level() -> float:
final_scan = scan_aabb(level_playable_area)
var mean_diff = 0.0
var cell_count = 0
for x in range(0, min(final_scan.size(), reference_scan.size())):
var plane_final = final_scan[x]
var plane_ref = reference_scan[x]
for y in range(0, min(plane_final.size(), plane_ref.size())):
var line_final = plane_final[y]
var line_ref = plane_ref[y]
for z in range(0, min(line_final.size(), line_ref.size())):
var point_final = line_final[z]
var point_ref = line_ref[z]
#if point_final > 0.0:
#print(point_final)
#mean_diff += abs(point_final - point_ref)
mean_diff += float(point_final != point_ref)
cell_count += 1
mean_diff /= cell_count
var similarity = pow(1.0 - mean_diff, 4.0)
return similarity
func scan_aabb(aabb: AABB) -> Array:
var steps_x = int(ceil(aabb.size.x / scan_step))
var steps_y = int(ceil(aabb.size.y / scan_step))
var steps_z = int(ceil(aabb.size.z / scan_step))
var physics_direct_state = get_world().get_direct_space_state()
var query = PhysicsShapeQueryParameters.new()
query.collision_mask = 2 # 0b010
query.collide_with_areas = true
query.margin = 0.04
var shape = BoxShape.new()
shape.extents = Vector3.ONE * scan_step * 0.5
query.set_shape(shape)
var planes = []
var max_distance = sqrt(3 * scan_step * scan_step)
for x in range(0, steps_x):
var lines = []
for y in range(0, steps_y):
var points = []
for z in range(0, steps_z):
var pos: Vector3 = shape.extents + Vector3(x * scan_step, y * scan_step, z * scan_step)
query.transform = Transform.IDENTITY.translated(
aabb.position + pos)
var result = physics_direct_state.collide_shape(query)
#var cell_value = 0.0
var cell_value: bool = result.size() > 0
# if cell_value:
# print("REEE")
# for p in result:
# print(p)
# for point in result:
# var distance = ((point as Vector3) - pos).length()
# print("from %s to %s" % [pos, point])
# #print(inverse_lerp(max_distance, 0.0, distance))
# var value = clamp(inverse_lerp(max_distance, 0.0, distance), 0.0, 1.0)
# cell_value = max(cell_value, value)
points.append(cell_value)
lines.append(points)
planes.append(lines)
return planes
# var box = MeshInstance.new()
# var cube_mesh = CubeMesh.new()
# cube_mesh.size = Vector3.ONE * 0.1
# box.mesh = cube_mesh
# box.transform = Transform.IDENTITY.translated(query.transform.origin)
# add_child(box)