LD55/MainLogic.gd
Stephen Seo c180b0312c Work
Set up logic for collision with guard.

Some resizing of the DungeonEntrance scene.
2024-04-13 19:07:54 +09:00

335 lines
12 KiB
GDScript

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
@onready var camera = $Camera2D
const camera_move_speed = 80.0
const text_speed = 0.08
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!"
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_pre,
Dungeon_Entrance_loading,
Dungeon_Entrance,
Dungeon_Entrance_Battle,
}
static var state_dict = {}
var tween_volume
var tween_text
var diamonds_gone = false
var music_file
var gander
var level
var level_guard = null
# 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()
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
# 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)
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())
music_player.stream.loop = true
music_player.play()
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
StateT.Dungeon_Entrance_loading:
gander.player_controlled = true
gander.current_scene_type = gander.GanderSceneT.Gameplay
var dungeon_scene = load("res://DungeonEntrance.tscn")
level = dungeon_scene.instantiate()
add_child(level)
state_dict["state"] = StateT.Dungeon_Entrance
lower_label.text = "Arrow keys/WASD/Left-Stick to move."
tween_text = get_tree().create_tween()
tween_text.tween_property(lower_label, "self_modulate", Color(1, 1, 1, 0), 5)
StateT.Dungeon_Entrance:
camera_to_gander(delta)
if level_guard == null:
level_guard = level.find_child("DungeonGuardStaticBody")
if level_guard != null and gander.last_collided_id == level_guard.get_instance_id():
print("collided with guard.")
gander.last_collided_id = null
_:
pass
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"
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)
tween_volume.tween_callback(func():
music_player.stop()
state_dict["state"] = StateT.MainMenu
)
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_pre
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
tween_volume = get_tree().create_tween()
tween_volume.tween_property(music_player, "volume_db", -80.0, 4.0)
tween_volume.tween_callback(func():
music_player.stop()
state_dict["state"] = StateT.Dungeon_Entrance_loading
music_player.volume_db = 0.0
)
_:
pass
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
if state_dict["start_diamonds"]["angle"] > TAU:
state_dict["start_diamonds"]["angle"] -= TAU
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
if state_dict["start_diamonds"]["angle"] > TAU:
state_dict["start_diamonds"]["angle"] -= TAU
diamond_position_update()
func camera_to_gander(delta):
var diff = gander.position - camera.position
if diff.length() > 0.04:
var move_vec = diff.normalized() * camera_move_speed * delta
if diff.length() < move_vec.length():
camera.position = gander.position
else:
camera.position += move_vec
else:
camera.position = gander.position