105 lines
3.3 KiB
GDScript
105 lines
3.3 KiB
GDScript
extends Spatial
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const util = preload("res://util/util.gd")
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const Level = preload("res://Levels/Level.gd")
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const Robot = preload("res://functional/Robot.gd")
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signal game_over()
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export var Levels: Array
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var current_level = 0
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var current_camera = 0
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var dev_cameras: Array
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var camera_perspective: Camera
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var cam_pers_offset: Vector3
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var robot: Robot
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var level_dimension_squared: float
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var current_level_container: Node
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var timer_label: RichTextLabel
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var gameover_popup: Popup
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var gameover_message_label: RichTextLabel
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var gameover_score_label: RichTextLabel
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var time_left: float
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func SpawnLevel() -> void:
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var level_instance: Level = (Levels[current_level] as PackedScene).instance()
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current_level_container.add_child(level_instance)
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var level_dimension = level_instance.playable_area_bounds.get_longest_axis_size()
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level_dimension_squared = level_dimension * level_dimension
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time_left = level_instance.time_limit
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robot = get_tree().root.find_node("Robot", true, false)
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if robot:
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robot.connect("battery_depleted", self, "game_over")
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connect("game_over", robot, "on_game_over")
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else:
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printerr("No robot found :(")
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func _ready():
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dev_cameras = self.get_node("devCameras").get_children()
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dev_cameras[current_camera].make_current()
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camera_perspective = self.get_node("devCameras/CameraPerspective")
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if camera_perspective:
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cam_pers_offset = camera_perspective.transform.origin
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else:
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printerr("No perspective camera :(")
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cam_pers_offset = Vector3.ZERO
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current_level_container = self.get_node("CurrentLevel")
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SpawnLevel()
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timer_label = find_node("TimerLabel")
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gameover_popup = find_node("GameoverPopup")
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gameover_message_label = gameover_popup.get_node("Panel/MessageLabel")
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gameover_score_label = gameover_popup.get_node("Panel/ScoreLabel")
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gameover_popup.get_node("Panel/RestartButton").connect("pressed", self, "next_level")
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func _process(delta):
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util.display(self, "fps %d" % Performance.get_monitor(Performance.TIME_FPS))
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if Input.is_action_just_pressed("level_next"):
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#call_deferred("next_level")
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next_level()
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if !gameover_popup.visible:
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time_left = max(time_left - delta, 0.0)
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timer_label.bbcode_text = "[right][b]%02d:%02d[/b][/right]" % [int(time_left) / 60, int(time_left) % 60]
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if time_left == 0.0:
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game_over()
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if Input.is_action_just_pressed("debug_switch_camera"):
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current_camera = (current_camera + 1) % (dev_cameras.size())
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dev_cameras[current_camera].make_current()
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if camera_perspective && robot:
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var displacement = robot.global_transform.origin
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var min_displacement = displacement * 0.25
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var distance_squared = displacement.length_squared()
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# t = 1 / ( 4 * dist^2 / level_dim^2 + 1) from 0 to 1
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var t = clamp(1.0 / ((4.0 * distance_squared / level_dimension_squared) + 1.0), 0.0, 1.0)
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#util.display(self, "t %f" % t)
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var camera_origin = min_displacement.linear_interpolate(displacement, t)
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# Camera follows at an offset to see player more or less in the middle of the screen
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camera_origin += cam_pers_offset
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camera_perspective.translation = camera_origin
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func game_over():
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emit_signal("game_over")
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gameover_popup.show()
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func next_level():
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gameover_popup.hide()
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remove_level()
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current_level = (current_level + 1) % Levels.size()
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call_deferred("SpawnLevel")
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func remove_level():
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for node in current_level_container.get_children():
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current_level_container.remove_child(node)
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(node as Node).queue_free()
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