Stephen Seo
1fdd0d7ae6
Tweaks and improvements. Added a few sprites for battle. Some setup for battle.
447 lines
17 KiB
GDScript
447 lines
17 KiB
GDScript
extends Node2D
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@onready var main_label = $Camera2D/MainLabel
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@onready var lower_label = $Camera2D/LowerLabel
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@onready var fire_diamond = $FireDiamond
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@onready var water_diamond = $WaterDiamond
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@onready var wind_diamond = $WindDiamond
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@onready var earth_diamond = $EarthDiamond
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@onready var music_player = $MusicPlayer
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@onready var camera = $Camera2D
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const camera_move_speed = 1.5
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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!"
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const intro_text_00 = "The name's Gander Schwartz.\nBut my friends call me the \"Wandering Gander\"."
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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\"."
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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."
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const intro_text_03 = "There is one dungeon I've been itching to conquer.\nThe Elemental Dungeon!"
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const intro_text_04 = "If I beat the Elemental Dungeon,\nI'll be able to enhance my summons with elemental properties!"
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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!"
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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
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const diamond_dist_rate = 50.0
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const diamond_start_dist = 800.0
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const diamond_min_dist = 150.0
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enum StateT {
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Start,
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Start_TextRendered,
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Start_Stopping,
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MainMenu,
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Introduction_00,
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Introduction_00_post,
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Introduction_01,
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Introduction_01_post,
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Introduction_02,
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Introduction_02_post,
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Introduction_03,
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Introduction_03_post,
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Introduction_04,
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Introduction_04_post,
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Introduction_05,
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Introduction_05_post,
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Introduction_06,
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Introduction_06_post,
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Dungeon_Entrance_pre,
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Dungeon_Entrance_loading,
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Dungeon_Entrance,
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Dungeon_Entrance_Battle,
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}
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enum BattleMenu {
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MainMenu,
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}
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static var state_dict = {}
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var tween_volume
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var tween_text
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var tween_scene
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var diamonds_gone = false
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var gander
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var level
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var level_guard = null
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var level_cached_pos = null
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var viewport_size
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if not state_dict.has("state"):
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state_dict["state"] = StateT.Start
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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state_dict["start_diamonds"] = {
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"dist": diamond_start_dist,
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"angle" : 0.0
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}
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music_player.play()
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viewport_size = get_viewport().size
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get_viewport().size_changed.connect(func():
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viewport_size = get_viewport().size
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state_dict["battle_refresh_gui"] = true
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)
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func update_text(text, next_state):
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if state_dict["timer"] > text_speed:
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main_label.text += text[state_dict["text_idx"]]
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state_dict["text_idx"] += 1
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state_dict["timer"] = 0.0
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if state_dict["text_idx"] >= text.length():
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state_dict["state"] = next_state
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state_dict["text_idx"] = 0
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state_dict["timer"] = 0.0
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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state_dict["timer"] += delta
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match state_dict["state"]:
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StateT.Start:
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update_text(start_text, StateT.Start_TextRendered)
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update_start_diamonds(delta)
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StateT.Start_TextRendered:
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update_start_diamonds(delta)
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lower_label.text = "(Press \"Confirm\" to continue! Z, Enter, Space, or A on gamepad.)"
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StateT.Start_Stopping:
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update_stop_diamonds(delta)
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StateT.MainMenu:
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update_stop_diamonds(delta)
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state_dict["state"] = StateT.Introduction_00
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = ""
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lower_label.text = ""
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music_player.volume_db = 0.0
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music_player.stream = load("res://audio/LD55_1.mp3")
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music_player.stream.loop = true
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music_player.play()
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var gander_scene = preload("res://gander_schwartz.tscn")
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gander = gander_scene.instantiate()
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add_child(gander)
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gander.position.x = 800
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gander.position.y = 50
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gander.velocity.x = -gander.SPEED
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gander.auto_control_action = "walking_left"
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tween_scene = get_tree().create_tween()
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tween_scene.tween_method(func(c): RenderingServer.set_default_clear_color(c), Color(0.13, 0.13, 0.13, 1.0), Color(0.3, 0.4, 0.1, 1.0), 4)
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StateT.Introduction_00:
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update_stop_diamonds(delta)
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update_text(intro_text_00, StateT.Introduction_00_post)
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StateT.Introduction_00_post:
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if not diamonds_gone:
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state_dict["start_diamonds"]["dist"] = diamond_start_dist
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diamonds_gone = true
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fire_diamond.get_parent().remove_child(fire_diamond)
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water_diamond.get_parent().remove_child(water_diamond)
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wind_diamond.get_parent().remove_child(wind_diamond)
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earth_diamond.get_parent().remove_child(earth_diamond)
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StateT.Introduction_01:
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update_text(intro_text_01, StateT.Introduction_01_post)
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StateT.Introduction_01_post:
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pass
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StateT.Introduction_02:
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update_text(intro_text_02, StateT.Introduction_02_post)
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StateT.Introduction_02_post:
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pass
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StateT.Introduction_03:
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update_text(intro_text_03, StateT.Introduction_03_post)
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StateT.Introduction_03_post:
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pass
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StateT.Introduction_04:
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update_text(intro_text_04, StateT.Introduction_04_post)
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StateT.Introduction_04_post:
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pass
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StateT.Introduction_05:
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update_text(intro_text_05, StateT.Introduction_05_post)
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StateT.Introduction_05_post:
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pass
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StateT.Introduction_06:
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update_text(intro_text_06, StateT.Introduction_06_post)
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StateT.Introduction_06_post:
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pass
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StateT.Dungeon_Entrance_loading:
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gander.player_controlled = true
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gander.current_scene_type = gander.GanderSceneT.Gameplay
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var dungeon_scene = load("res://DungeonEntrance.tscn")
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level = dungeon_scene.instantiate()
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add_child(level)
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state_dict["state"] = StateT.Dungeon_Entrance
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lower_label.text = "Arrow keys/WASD/Left-Stick to move."
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tween_text = get_tree().create_tween()
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tween_text.tween_property(lower_label, "self_modulate", Color(1, 1, 1, 0), 5)
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tween_text.tween_callback(func():
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lower_label.text = ""
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lower_label.self_modulate = Color(1, 1, 1, 1)
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)
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music_player.volume_db = 0.0
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music_player.stream = load("res://audio/LD55_2.mp3")
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music_player.stream.loop = true
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music_player.play()
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StateT.Dungeon_Entrance:
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camera_to_gander(delta)
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if level_guard == null:
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level_guard = level.find_child("DungeonGuardStaticBody")
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if level_guard != null and gander.last_collided_id == level_guard.get_instance_id():
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print("collided with guard.")
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gander.last_collided_id = null
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music_player.stop()
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music_player.stream = preload("res://audio/LD55_3.mp3")
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music_player.stream.loop = true
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music_player.play()
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level.find_child("DungeonGuardCollider").set_deferred("disabled", true)
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gander.find_child("CollisionShape2D").set_deferred("disabled", true)
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gander.player_controlled = false
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gander.current_scene_type = gander.GanderSceneT.Battle
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tween_scene = get_tree().create_tween()
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level_cached_pos = level.find_child("DungeonEntrance").position
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var battle_pos = level_cached_pos + Vector2(0.0, 500.0)
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tween_scene.set_parallel()
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tween_scene.tween_property(level.find_child("DungeonGuard"), "position", battle_pos - Vector2(200.0, 30.0), 2.0)
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tween_scene.tween_property(gander, "position", battle_pos + Vector2(200.0, 0.0), 2.0)
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gander.auto_control_action = "walking_right"
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tween_scene.set_parallel(false)
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tween_scene.tween_callback(func():
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gander.auto_control_action = "facing_left"
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state_dict["state"] = StateT.Dungeon_Entrance_Battle
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state_dict["battle_state"] = BattleMenu.MainMenu
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state_dict["battle_menu_setup"] = false
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state_dict["battle_refresh_gui"] = false
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state_dict["battle_item"] = null
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)
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StateT.Dungeon_Entrance_Battle:
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camera_to_target(delta, level_cached_pos + Vector2(0.0, 500.0))
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setup_battle_menu()
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_:
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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:
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if gander.velocity.x < 0.0:
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if gander.position.x <= 0.0:
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gander.velocity.x = 0.0
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gander.auto_control_action = "facing_front"
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func _unhandled_input(event):
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if state_dict["state"] == StateT.Dungeon_Entrance_Battle:
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handle_battle_input(event)
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elif event.is_pressed() and event.is_action("Confirm"):
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match state_dict["state"]:
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StateT.Start:
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main_label.text = start_text
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state_dict["state"] = StateT.Start_TextRendered
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state_dict["text_idx"] = 0
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state_dict["timer"] = 0.0
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StateT.Start_TextRendered:
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state_dict["state"] = StateT.Start_Stopping
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tween_volume = get_tree().create_tween()
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tween_volume.tween_property(music_player, "volume_db", -80.0, 4.0)
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tween_volume.tween_callback(func():
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music_player.stop()
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state_dict["state"] = StateT.MainMenu
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)
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main_label.text = ""
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lower_label.text = ""
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StateT.Introduction_00:
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main_label.text = intro_text_00
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state_dict["text_idx"] = 0
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state_dict["timer"] = 0.0
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state_dict["state"] = StateT.Introduction_00_post
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StateT.Introduction_00_post:
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state_dict["state"] = StateT.Introduction_01
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = ""
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StateT.Introduction_01:
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state_dict["state"] = StateT.Introduction_01_post
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = intro_text_01
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StateT.Introduction_01_post:
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state_dict["state"] = StateT.Introduction_02
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = ""
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StateT.Introduction_02:
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state_dict["state"] = StateT.Introduction_02_post
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = intro_text_02
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StateT.Introduction_02_post:
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state_dict["state"] = StateT.Introduction_03
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = ""
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StateT.Introduction_03:
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state_dict["state"] = StateT.Introduction_03_post
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = intro_text_03
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StateT.Introduction_03_post:
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state_dict["state"] = StateT.Introduction_04
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = ""
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StateT.Introduction_04:
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state_dict["state"] = StateT.Introduction_04_post
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = intro_text_04
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StateT.Introduction_04_post:
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state_dict["state"] = StateT.Introduction_05
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = ""
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StateT.Introduction_05:
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state_dict["state"] = StateT.Introduction_05_post
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = intro_text_05
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StateT.Introduction_05_post:
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state_dict["state"] = StateT.Introduction_06
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = ""
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StateT.Introduction_06:
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state_dict["state"] = StateT.Introduction_06_post
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = intro_text_06
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StateT.Introduction_06_post:
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state_dict["state"] = StateT.Dungeon_Entrance_pre
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = ""
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tween_volume = get_tree().create_tween()
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tween_volume.tween_property(music_player, "volume_db", -80.0, 4.0)
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tween_volume.tween_callback(func():
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music_player.stop()
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state_dict["state"] = StateT.Dungeon_Entrance_loading
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music_player.volume_db = 0.0
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)
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_:
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pass
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func diamond_position_update():
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fire_diamond.position.x = cos(state_dict["start_diamonds"]["angle"]) * state_dict["start_diamonds"]["dist"]
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fire_diamond.position.y = sin(state_dict["start_diamonds"]["angle"]) * state_dict["start_diamonds"]["dist"]
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water_diamond.position.x = cos(state_dict["start_diamonds"]["angle"] - PI / 2.0) * state_dict["start_diamonds"]["dist"]
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water_diamond.position.y = sin(state_dict["start_diamonds"]["angle"] - PI / 2.0) * state_dict["start_diamonds"]["dist"]
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wind_diamond.position.x = cos(state_dict["start_diamonds"]["angle"] - PI) * state_dict["start_diamonds"]["dist"]
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wind_diamond.position.y = sin(state_dict["start_diamonds"]["angle"] - PI) * state_dict["start_diamonds"]["dist"]
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earth_diamond.position.x = cos(state_dict["start_diamonds"]["angle"] - PI * 3.0 / 2.0) * state_dict["start_diamonds"]["dist"]
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earth_diamond.position.y = sin(state_dict["start_diamonds"]["angle"] - PI * 3.0 / 2.0) * state_dict["start_diamonds"]["dist"]
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func update_start_diamonds(delta):
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state_dict["start_diamonds"]["dist"] -= delta * diamond_dist_rate
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if state_dict["start_diamonds"]["dist"] < diamond_min_dist:
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state_dict["start_diamonds"]["dist"] = diamond_min_dist
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state_dict["start_diamonds"]["angle"] += delta * diamond_angle_rate
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if state_dict["start_diamonds"]["angle"] > TAU:
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state_dict["start_diamonds"]["angle"] -= TAU
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diamond_position_update()
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func update_stop_diamonds(delta):
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if diamonds_gone:
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return
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state_dict["start_diamonds"]["dist"] += delta * diamond_dist_rate * 1.8
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if state_dict["start_diamonds"]["dist"] > diamond_start_dist:
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state_dict["start_diamonds"]["dist"] = diamond_start_dist
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diamonds_gone = true
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fire_diamond.get_parent().remove_child(fire_diamond)
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water_diamond.get_parent().remove_child(water_diamond)
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wind_diamond.get_parent().remove_child(wind_diamond)
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earth_diamond.get_parent().remove_child(earth_diamond)
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state_dict["start_diamonds"]["angle"] += delta * diamond_angle_rate
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if state_dict["start_diamonds"]["angle"] > TAU:
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state_dict["start_diamonds"]["angle"] -= TAU
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diamond_position_update()
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func camera_to_gander(delta):
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camera_to_target(delta, gander.position)
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func camera_to_target(delta, vec2):
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var diff = vec2 - camera.position
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camera.position += diff * delta * camera_move_speed
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func setup_battle_menu():
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match state_dict["battle_state"]:
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BattleMenu.MainMenu:
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if not state_dict["battle_menu_setup"] or state_dict["battle_refresh_gui"]:
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state_dict["battle_menu_setup"] = true
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state_dict["battle_refresh_gui"] = false
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var battle_arrow = camera.find_child("BattleArrow")
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if battle_arrow == null:
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battle_arrow = Sprite2D.new()
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battle_arrow.set_name(&"BattleArrow")
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battle_arrow.texture = load("res://gimp/arrow.png")
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camera.add_child(battle_arrow, true)
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battle_arrow.set_owner(camera)
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var battle_menu_item_0 = camera.find_child("BattleMenuItem0")
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if battle_menu_item_0 == null:
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battle_menu_item_0 = Label.new()
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battle_menu_item_0.set_name(&"BattleMenuItem0")
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camera.add_child(battle_menu_item_0, true)
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battle_menu_item_0.set_owner(camera)
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var battle_menu_item_1 = camera.find_child("BattleMenuItem1")
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if battle_menu_item_1 == null:
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battle_menu_item_1 = Label.new()
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battle_menu_item_1.set_name(&"BattleMenuItem1")
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camera.add_child(battle_menu_item_1, true)
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battle_menu_item_1.set_owner(camera)
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if state_dict["battle_item"] == null:
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battle_menu_item_0.text = "Summon Item"
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battle_menu_item_1.text = ""
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var arrow_rect = battle_arrow.get_rect()
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battle_arrow.position.x = (arrow_rect.size.x - viewport_size.x) / 2.0
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battle_arrow.position.y = (viewport_size.y - arrow_rect.size.y) / 2.0
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battle_menu_item_0.position.x = arrow_rect.size.x - viewport_size.x / 2.0
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battle_menu_item_0.position.y = battle_arrow.position.y
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state_dict["battle_selection"] = 0
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state_dict["battle_options"] = ["summon"]
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else:
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battle_menu_item_0.text = "Attack with Item"
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battle_menu_item_1.text = "Summon new Item"
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var arrow_rect = battle_arrow.get_rect()
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battle_arrow.position.x = (arrow_rect.size.x - viewport_size.x) / 2.0
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battle_arrow.position.y = (viewport_size.y - arrow_rect.size.y * 3.0) / 2.0
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battle_menu_item_0.position.x = arrow_rect.size.x - viewport_size.x / 2.0
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battle_menu_item_0.position.y = battle_arrow.position.y
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battle_menu_item_1.position.x = arrow_rect.size.x - viewport_size.x / 2.0
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battle_menu_item_1.position.y = battle_arrow.position.y + arrow_rect.size.y
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state_dict["battle_selection"] = 0
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state_dict["battle_options"] = ["attack", "summon"]
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|
|
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func handle_battle_input(event: InputEvent):
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if event.is_pressed():
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if event.is_action("Down"):
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state_dict["battle_selection"] += 1
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if state_dict["battle_selection"] >= state_dict["battle_options"].size():
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|
state_dict["battle_selection"] = 0
|
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battle_arrow_positioning()
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elif event.is_action("Up"):
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state_dict["battle_selection"] -= 1
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if state_dict["battle_selection"] < 0:
|
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state_dict["battle_selection"] = state_dict["battle_options"].size() - 1
|
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battle_arrow_positioning()
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|
|
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func battle_arrow_positioning():
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var battle_arrow: Sprite2D = camera.find_child("BattleArrow")
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if battle_arrow != null:
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var arrow_rect = battle_arrow.get_rect()
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battle_arrow.position.y = (viewport_size.y + arrow_rect.size.y) / 2.0 - (arrow_rect.size.y * (state_dict["battle_options"].size() - state_dict["battle_selection"]))
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