LD55/summoning.gd
Stephen Seo 174bd2575c Work
Some more work towards implementing battle.

Added summoning mini-game for summoning.
2024-04-14 17:24:30 +09:00

124 lines
3 KiB
GDScript

extends Node2D
enum Direction {
LEFT,
RIGHT,
UP,
DOWN,
}
@onready var ar_one = $SummonArrow
@onready var ar_two = $SummonArrow2
@onready var ar_three = $SummonArrow3
@onready var ar_four = $SummonArrow4
@onready var ar_five = $SummonArrow5
@onready var ar_six = $SummonArrow6
@onready var ar_seven = $SummonArrow7
@onready var ar_eight = $SummonArrow8
@onready var timer_box = $TimerBox
const TIMER_BOX_WIDTH = 380.0
var summon_arrows_arr = []
var arrow_directions = []
const MAX_ERRORS = 3
const MAX_SUCCESS = 8
var error_count = 0
var success_count = 0
const TIMER_AMOUNT = 5.0
var timer = 0.0
func int_to_dir(i):
match i:
0:
return Direction.LEFT
1:
return Direction.RIGHT
2:
return Direction.UP
3:
return Direction.DOWN
_:
return Direction.DOWN
func dir_to_angle(d: Direction):
match d:
Direction.LEFT:
return 0.0
Direction.RIGHT:
return PI
Direction.UP:
return PI / 2.0
Direction.DOWN:
return PI * 3.0 / 2.0
func _ready():
summon_arrows_arr.append(ar_one)
summon_arrows_arr.append(ar_two)
summon_arrows_arr.append(ar_three)
summon_arrows_arr.append(ar_four)
summon_arrows_arr.append(ar_five)
summon_arrows_arr.append(ar_six)
summon_arrows_arr.append(ar_seven)
summon_arrows_arr.append(ar_eight)
var rng = RandomNumberGenerator.new()
for i in range(8):
arrow_directions.append(int_to_dir(rng.randi_range(0, 3)))
summon_arrows_arr[i].rotation = dir_to_angle(arrow_directions[i])
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
timer += delta
if timer >= TIMER_AMOUNT:
timer = 0.0
if success_count < MAX_SUCCESS and error_count < MAX_ERRORS:
on_summon_error()
if success_count < MAX_SUCCESS and error_count < MAX_ERRORS:
var interp_amount = (TIMER_AMOUNT - timer) / TIMER_AMOUNT
timer_box.scale.x = interp_amount * TIMER_BOX_WIDTH
timer_box.self_modulate = Color((1.0 - interp_amount), interp_amount, 0.0)
func _unhandled_input(event):
if error_count >= MAX_ERRORS or success_count >= MAX_SUCCESS:
return
if event.is_pressed():
if event.is_action("Left"):
if arrow_directions[success_count] == Direction.LEFT:
on_summon_success(success_count)
else:
on_summon_error()
elif event.is_action("Right"):
if arrow_directions[success_count] == Direction.RIGHT:
on_summon_success(success_count)
else:
on_summon_error()
elif event.is_action("Up"):
if arrow_directions[success_count] == Direction.UP:
on_summon_success(success_count)
else:
on_summon_error()
elif event.is_action("Down"):
if arrow_directions[success_count] == Direction.DOWN:
on_summon_success(success_count)
else:
on_summon_error()
func on_summon_success(idx):
summon_arrows_arr[idx].self_modulate = Color(0.0, 1.0, 0.0)
success_count += 1
func on_summon_error():
timer = 0.0
success_count = 0
error_count += 1
if error_count >= MAX_ERRORS:
for i in range(8):
summon_arrows_arr[i].self_modulate = Color(1.0, 0.0, 0.0)
else:
for i in range(8):
summon_arrows_arr[i].self_modulate = Color(1.0, 1.0, 1.0)