Stephen Seo
174bd2575c
Some more work towards implementing battle. Added summoning mini-game for summoning.
123 lines
3 KiB
GDScript
123 lines
3 KiB
GDScript
extends Node2D
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enum Direction {
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LEFT,
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RIGHT,
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UP,
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DOWN,
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}
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@onready var ar_one = $SummonArrow
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@onready var ar_two = $SummonArrow2
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@onready var ar_three = $SummonArrow3
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@onready var ar_four = $SummonArrow4
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@onready var ar_five = $SummonArrow5
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@onready var ar_six = $SummonArrow6
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@onready var ar_seven = $SummonArrow7
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@onready var ar_eight = $SummonArrow8
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@onready var timer_box = $TimerBox
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const TIMER_BOX_WIDTH = 380.0
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var summon_arrows_arr = []
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var arrow_directions = []
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const MAX_ERRORS = 3
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const MAX_SUCCESS = 8
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var error_count = 0
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var success_count = 0
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const TIMER_AMOUNT = 5.0
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var timer = 0.0
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func int_to_dir(i):
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match i:
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0:
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return Direction.LEFT
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1:
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return Direction.RIGHT
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2:
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return Direction.UP
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3:
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return Direction.DOWN
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_:
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return Direction.DOWN
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func dir_to_angle(d: Direction):
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match d:
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Direction.LEFT:
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return 0.0
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Direction.RIGHT:
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return PI
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Direction.UP:
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return PI / 2.0
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Direction.DOWN:
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return PI * 3.0 / 2.0
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func _ready():
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summon_arrows_arr.append(ar_one)
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summon_arrows_arr.append(ar_two)
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summon_arrows_arr.append(ar_three)
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summon_arrows_arr.append(ar_four)
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summon_arrows_arr.append(ar_five)
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summon_arrows_arr.append(ar_six)
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summon_arrows_arr.append(ar_seven)
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summon_arrows_arr.append(ar_eight)
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var rng = RandomNumberGenerator.new()
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for i in range(8):
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arrow_directions.append(int_to_dir(rng.randi_range(0, 3)))
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summon_arrows_arr[i].rotation = dir_to_angle(arrow_directions[i])
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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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timer += delta
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if timer >= TIMER_AMOUNT:
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timer = 0.0
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if success_count < MAX_SUCCESS and error_count < MAX_ERRORS:
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on_summon_error()
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if success_count < MAX_SUCCESS and error_count < MAX_ERRORS:
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var interp_amount = (TIMER_AMOUNT - timer) / TIMER_AMOUNT
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timer_box.scale.x = interp_amount * TIMER_BOX_WIDTH
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timer_box.self_modulate = Color((1.0 - interp_amount), interp_amount, 0.0)
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func _unhandled_input(event):
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if error_count >= MAX_ERRORS or success_count >= MAX_SUCCESS:
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return
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if event.is_pressed():
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if event.is_action("Left"):
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if arrow_directions[success_count] == Direction.LEFT:
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on_summon_success(success_count)
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else:
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on_summon_error()
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elif event.is_action("Right"):
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if arrow_directions[success_count] == Direction.RIGHT:
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on_summon_success(success_count)
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else:
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on_summon_error()
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elif event.is_action("Up"):
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if arrow_directions[success_count] == Direction.UP:
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on_summon_success(success_count)
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else:
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on_summon_error()
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elif event.is_action("Down"):
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if arrow_directions[success_count] == Direction.DOWN:
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on_summon_success(success_count)
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else:
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on_summon_error()
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func on_summon_success(idx):
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summon_arrows_arr[idx].self_modulate = Color(0.0, 1.0, 0.0)
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success_count += 1
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func on_summon_error():
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timer = 0.0
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success_count = 0
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error_count += 1
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if error_count >= MAX_ERRORS:
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for i in range(8):
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summon_arrows_arr[i].self_modulate = Color(1.0, 0.0, 0.0)
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else:
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for i in range(8):
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summon_arrows_arr[i].self_modulate = Color(1.0, 1.0, 1.0)
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