LD55/MainLogic.gd

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GDScript3
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extends Node2D
@onready var main_label = $Camera2D/MainLabel
@onready var lower_label = $Camera2D/LowerLabel
@onready var fire_diamond = $FireDiamond
@onready var water_diamond = $WaterDiamond
@onready var wind_diamond = $WindDiamond
@onready var earth_diamond = $EarthDiamond
@onready var music_player = $MusicPlayer
const text_speed = 0.08
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const start_text = "You seek the elementals?\nProve your worth!\nShow the elements your mastery over summoning, and they are yours!"
const intro_text_00 = "The name's Gander Schwartz.\nBut my friends call me the \"Wandering Gander\"."
const intro_text_01 = "I'm what most would call a \"third-rate summoner\",\nbut there's a reason for that.\nI summon \"items\", not \"beasts\"."
const intro_text_02 = "Most summoners summon beasts to fight for them.\nI summon items to fight with, or even tools to solve puzzles in dungeons."
const intro_text_03 = "There is one dungeon I've been itching to conquer.\nThe elemental dungeon!"
const intro_text_04 = "If I beat the elemental dungeon,\nI'll be able to enhance my summons with elemental properties!"
const intro_text_05 = "No longer would I need to light an oil lantern with flint and steel,\nor keep lugging around leather skins for water!"
const intro_text_06 = "But the dungeon is a challenge.\nA challenge I hope to best with my wits and my item summoning!"
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const diamond_angle_rate = 1.2
const diamond_dist_rate = 50.0
const diamond_start_dist = 800.0
const diamond_min_dist = 150.0
enum StateT {
Start,
Start_TextRendered,
Start_Stopping,
MainMenu,
Introduction_00,
Introduction_00_post,
Introduction_01,
Introduction_01_post,
Introduction_02,
Introduction_02_post,
Introduction_03,
Introduction_03_post,
Introduction_04,
Introduction_04_post,
Introduction_05,
Introduction_05_post,
Introduction_06,
Introduction_06_post,
Dungeon_Entrance
}
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static var state_dict = {}
var tween_volume
var diamonds_gone = false
var music_file
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var gander
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# Called when the node enters the scene tree for the first time.
func _ready():
if not state_dict.has("state"):
state_dict["state"] = StateT.Start
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
state_dict["start_diamonds"] = {
"dist": diamond_start_dist,
"angle" : 0.0
}
music_player.play()
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func update_text(text, next_state):
if state_dict["timer"] > text_speed:
main_label.text += text[state_dict["text_idx"]]
state_dict["text_idx"] += 1
state_dict["timer"] = 0.0
if state_dict["text_idx"] >= text.length():
state_dict["state"] = next_state
state_dict["text_idx"] = 0
state_dict["timer"] = 0.0
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# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
state_dict["timer"] += delta
match state_dict["state"]:
StateT.Start:
update_text(start_text, StateT.Start_TextRendered)
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update_start_diamonds(delta)
StateT.Start_TextRendered:
update_start_diamonds(delta)
lower_label.text = "(Press \"Confirm\" to continue! Z, Enter, Space, or A on gamepad.)"
StateT.Start_Stopping:
update_stop_diamonds(delta)
StateT.MainMenu:
update_stop_diamonds(delta)
state_dict["state"] = StateT.Introduction_00
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
lower_label.text = ""
music_player.volume_db = 0.0
music_player.stream = AudioStreamMP3.new()
music_file = FileAccess.open("res://audio/LD55_1.mp3", FileAccess.READ)
music_player.stream.data = music_file.get_buffer(music_file.get_length())
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music_player.stream.loop = true
music_player.play()
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var gander_scene = preload("res://gander_schwartz.tscn")
gander = gander_scene.instantiate()
add_child(gander)
gander.position.x = 800
gander.position.y = 50
gander.velocity.x = -gander.SPEED
gander.auto_control_action = "walking_left"
StateT.Introduction_00:
update_stop_diamonds(delta)
update_text(intro_text_00, StateT.Introduction_00_post)
StateT.Introduction_00_post:
if not diamonds_gone:
state_dict["start_diamonds"]["dist"] = diamond_start_dist
diamonds_gone = true
fire_diamond.get_parent().remove_child(fire_diamond)
water_diamond.get_parent().remove_child(water_diamond)
wind_diamond.get_parent().remove_child(wind_diamond)
earth_diamond.get_parent().remove_child(earth_diamond)
StateT.Introduction_01:
update_text(intro_text_01, StateT.Introduction_01_post)
StateT.Introduction_01_post:
pass
StateT.Introduction_02:
update_text(intro_text_02, StateT.Introduction_02_post)
StateT.Introduction_02_post:
pass
StateT.Introduction_03:
update_text(intro_text_03, StateT.Introduction_03_post)
StateT.Introduction_03_post:
pass
StateT.Introduction_04:
update_text(intro_text_04, StateT.Introduction_04_post)
StateT.Introduction_04_post:
pass
StateT.Introduction_05:
update_text(intro_text_05, StateT.Introduction_05_post)
StateT.Introduction_05_post:
pass
StateT.Introduction_06:
update_text(intro_text_06, StateT.Introduction_06_post)
StateT.Introduction_06_post:
pass
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_:
pass
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if gander is MainCharacter and not gander.player_controlled and gander.current_scene_type == gander.GanderSceneT.Introduction:
if gander.velocity.x < 0.0:
if gander.position.x <= 0.0:
gander.velocity.x = 0.0
gander.auto_control_action = "facing_front"
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func _unhandled_input(event):
if event.is_pressed() and event.is_action("Confirm"):
match state_dict["state"]:
StateT.Start:
main_label.text = start_text
state_dict["state"] = StateT.Start_TextRendered
state_dict["text_idx"] = 0
state_dict["timer"] = 0.0
StateT.Start_TextRendered:
state_dict["state"] = StateT.Start_Stopping
tween_volume = get_tree().create_tween()
tween_volume.tween_property(music_player, "volume_db", -80.0, 4.0)
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tween_volume.tween_callback(start_volume_tween_callback)
main_label.text = ""
lower_label.text = ""
StateT.Introduction_00:
main_label.text = intro_text_00
state_dict["text_idx"] = 0
state_dict["timer"] = 0.0
state_dict["state"] = StateT.Introduction_00_post
StateT.Introduction_00_post:
state_dict["state"] = StateT.Introduction_01
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
StateT.Introduction_01:
state_dict["state"] = StateT.Introduction_01_post
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = intro_text_01
StateT.Introduction_01_post:
state_dict["state"] = StateT.Introduction_02
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
StateT.Introduction_02:
state_dict["state"] = StateT.Introduction_02_post
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = intro_text_02
StateT.Introduction_02_post:
state_dict["state"] = StateT.Introduction_03
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
StateT.Introduction_03:
state_dict["state"] = StateT.Introduction_03_post
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = intro_text_03
StateT.Introduction_03_post:
state_dict["state"] = StateT.Introduction_04
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
StateT.Introduction_04:
state_dict["state"] = StateT.Introduction_04_post
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = intro_text_04
StateT.Introduction_04_post:
state_dict["state"] = StateT.Introduction_05
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
StateT.Introduction_05:
state_dict["state"] = StateT.Introduction_05_post
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = intro_text_05
StateT.Introduction_05_post:
state_dict["state"] = StateT.Introduction_06
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
StateT.Introduction_06:
state_dict["state"] = StateT.Introduction_06_post
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = intro_text_06
StateT.Introduction_06_post:
state_dict["state"] = StateT.Dungeon_Entrance
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
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_:
pass
func start_volume_tween_callback():
music_player.stop()
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state_dict["state"] = StateT.MainMenu
func diamond_position_update():
fire_diamond.position.x = cos(state_dict["start_diamonds"]["angle"]) * state_dict["start_diamonds"]["dist"]
fire_diamond.position.y = sin(state_dict["start_diamonds"]["angle"]) * state_dict["start_diamonds"]["dist"]
water_diamond.position.x = cos(state_dict["start_diamonds"]["angle"] - PI / 2.0) * state_dict["start_diamonds"]["dist"]
water_diamond.position.y = sin(state_dict["start_diamonds"]["angle"] - PI / 2.0) * state_dict["start_diamonds"]["dist"]
wind_diamond.position.x = cos(state_dict["start_diamonds"]["angle"] - PI) * state_dict["start_diamonds"]["dist"]
wind_diamond.position.y = sin(state_dict["start_diamonds"]["angle"] - PI) * state_dict["start_diamonds"]["dist"]
earth_diamond.position.x = cos(state_dict["start_diamonds"]["angle"] - PI * 3.0 / 2.0) * state_dict["start_diamonds"]["dist"]
earth_diamond.position.y = sin(state_dict["start_diamonds"]["angle"] - PI * 3.0 / 2.0) * state_dict["start_diamonds"]["dist"]
func update_start_diamonds(delta):
state_dict["start_diamonds"]["dist"] -= delta * diamond_dist_rate
if state_dict["start_diamonds"]["dist"] < diamond_min_dist:
state_dict["start_diamonds"]["dist"] = diamond_min_dist
state_dict["start_diamonds"]["angle"] += delta * diamond_angle_rate
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if state_dict["start_diamonds"]["angle"] > TAU:
state_dict["start_diamonds"]["angle"] -= TAU
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diamond_position_update()
func update_stop_diamonds(delta):
if diamonds_gone:
return
state_dict["start_diamonds"]["dist"] += delta * diamond_dist_rate * 1.8
if state_dict["start_diamonds"]["dist"] > diamond_start_dist:
state_dict["start_diamonds"]["dist"] = diamond_start_dist
diamonds_gone = true
fire_diamond.get_parent().remove_child(fire_diamond)
water_diamond.get_parent().remove_child(water_diamond)
wind_diamond.get_parent().remove_child(wind_diamond)
earth_diamond.get_parent().remove_child(earth_diamond)
state_dict["start_diamonds"]["angle"] += delta * diamond_angle_rate
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if state_dict["start_diamonds"]["angle"] > TAU:
state_dict["start_diamonds"]["angle"] -= TAU
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diamond_position_update()