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Game.gd
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extends Node2D
onready var player = $Player
onready var exit = $Exit
onready var tilemap = $TileMap
onready var world_generator = $WorldGenerator
var cur_level = 0
var enemies = {}
var doors = {}
var potions = {}
var keys = {}
var treasure_data = {} # {object: {<loc>:<obj>}, header:string, message:string}
var astar = null
var astar_points_cache = {}
const RIGHT = [1, 0]
const LEFT = [-1, 0]
const UP = [0, -1]
const DOWN = [0, 1]
var keys_held = 0
var potions_held = 0
var treasures_found = 0
var dead = false
var time_held_move_key = 0.0
const TIME_TO_HOLD_MOVE_KEY_BEFORE_MOVING = 0.2
const MIN_MOVES_PER_TURN = 2
var moves_left = MIN_MOVES_PER_TURN
func _ready():
randomize()
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
world_generator.init(self, $TileMap, $Player, $Exit)
generate_new_world()
# for debugging astar grid
#func _draw():
# for point in astar.get_points():
# var pos = tilemap.map_to_world(astar.get_point_position(point)) + Vector2.ONE * 8
# for c in astar.get_point_connections(point):
# var pos2 = tilemap.map_to_world(astar.get_point_position(c)) + Vector2.ONE * 8
# draw_line(pos, pos2, Color.green, 1)
# draw_circle(pos, 4, Color.red)
func generate_new_world():
dead = false
moves_left = MIN_MOVES_PER_TURN
update_collection_info()
update_steps_info()
player.get_node("AnimationPlayer").play("walk")
var world_data = world_generator.generate_world(cur_level, treasures_found)
enemies = world_data.enemies
doors = world_data.doors
potions = world_data.potions
treasure_data = world_data.treasure_data
keys = world_data.keys
astar = world_data.astar
astar_points_cache = world_data.astar_points_cache
$StartLevelSound.play()
func _process(delta):
if Input.is_action_just_pressed("exit"):
get_tree().change_scene("res://MainMenu.tscn")
if Input.is_action_just_pressed("restart"):
restart()
if dead:
return
var move_dir = [0, 0]
if Input.is_action_just_pressed("move_up"):
move_dir = UP
if Input.is_action_just_pressed("move_down"):
move_dir = DOWN
if Input.is_action_just_pressed("move_right"):
move_dir = RIGHT
if Input.is_action_just_pressed("move_left"):
move_dir = LEFT
if Input.is_action_pressed("move_up"):
time_held_move_key += delta
if time_held_move_key >= TIME_TO_HOLD_MOVE_KEY_BEFORE_MOVING:
time_held_move_key = 0.0
move_dir = UP
elif Input.is_action_pressed("move_down"):
time_held_move_key += delta
if time_held_move_key >= TIME_TO_HOLD_MOVE_KEY_BEFORE_MOVING:
time_held_move_key = 0.0
move_dir = DOWN
elif Input.is_action_pressed("move_right"):
time_held_move_key += delta
if time_held_move_key >= TIME_TO_HOLD_MOVE_KEY_BEFORE_MOVING:
time_held_move_key = 0.0
move_dir = RIGHT
elif Input.is_action_pressed("move_left"):
time_held_move_key += delta
if time_held_move_key >= TIME_TO_HOLD_MOVE_KEY_BEFORE_MOVING:
time_held_move_key = 0.0
move_dir = LEFT
else:
time_held_move_key = 0.0
if Input.is_action_just_pressed("drink_potion") and potions_held > 0:
drink_potion()
if Input.is_action_just_pressed("skip_action"):
$SkipTurnSound.play()
$CanvasLayer/TreasureDisplay.hide()
moves_left = 0
update_steps_info()
elif move_dir != [0, 0]:
$CanvasLayer/TreasureDisplay.hide()
var moved = move_character(player, move_dir)
if moved:
moves_left -= 1
update_steps_info()
var player_pos = world_pos_to_map_coord(player.global_position)
for enemy in enemies.values():
var enemy_pos = world_pos_to_map_coord(enemy.global_position)
if !enemy.alerted and enemy.has_line_of_sight(player_pos, enemy_pos, tilemap):
enemy.alert()
if moves_left == 0:
moves_left = MIN_MOVES_PER_TURN
update_steps_info()
var enemies_to_move = []
for enemy_pos_ind in enemies:
var enemy = enemies[enemy_pos_ind]
if enemy.alerted:
enemies_to_move.append(enemy)
for enemy in enemies_to_move:
var enemy_pos = world_pos_to_map_coord(enemy.global_position)
var player_pos = world_pos_to_map_coord(player.global_position)
var path = enemy.get_grid_path(enemy_pos, player_pos, astar, astar_points_cache)
if path.size() > 1:
if enemy_pos[0] < int(round(path[1].x)):
move_character(enemy, RIGHT)
elif enemy_pos[0] > int(round(path[1].x)):
move_character(enemy, LEFT)
elif enemy_pos[1] < int(round(path[1].y)):
move_character(enemy, DOWN)
elif enemy_pos[1] > int(round(path[1].y)):
move_character(enemy, UP)
func move_character(character, dir):
var is_player = character == player
var coords = world_pos_to_map_coord(character.global_position)
var old_coords = coords.duplicate()
coords[0] += dir[0]
coords[1] += dir[1]
var moved = false
if can_move_to_coords(coords, is_player):
moved = true
character.global_position = world_generator.map_coord_to_world_pos(coords)
if is_player:
$FootStepSounds.get_child(randi() % $FootStepSounds.get_child_count()).play()
player.get_node("AnimationPlayer").stop()
player.get_node("AnimationPlayer").play("walk")
character.get_node("Sprite").flip_h = !character.get_node("Sprite").flip_h
var player_sprite = player.get_node("Sprite")
player_sprite.frame = (player_sprite.frame + 1) % 2
var scoords = str(coords)
if scoords in enemies:
kill()
if scoords in keys:
add_key()
var key = keys[scoords]
keys.erase(scoords)
key.queue_free()
if scoords in potions:
add_potion()
var potion = potions[scoords]
potions.erase(scoords)
potion.queue_free()
if treasure_data.size() > 0 and scoords in treasure_data.object_data:
treasure_data.object_data[scoords].queue_free()
treasure_data.object_data.erase(scoords)
$CanvasLayer/TreasureDisplay.show()
$CanvasLayer/TreasureDisplay/Header.text = treasure_data.header
$CanvasLayer/TreasureDisplay/Message.text = treasure_data.message
$CanvasLayer/TreasureDisplay/Portrait.texture = treasure_data.image
if treasures_found < $TreasureSounds.get_child_count():
$TreasureSounds.get_child(treasures_found).play()
treasures_found += 1
update_collection_info()
if coords == world_pos_to_map_coord(exit.global_position):
cur_level += 1
generate_new_world()
player.get_node("Camera2D").force_update_scroll()
else:
enemies.erase(str(old_coords))
enemies[str(coords)] = character
var enemy_sprite = character.get_node("Sprite")
var player_pos = world_pos_to_map_coord(player.global_position)
if player_pos[0] > coords[0] and !enemy_sprite.flip_h:
enemy_sprite.flip_h = true
if player_pos[0] < coords[0] and enemy_sprite.flip_h:
enemy_sprite.flip_h = false
if coords == player_pos:
kill()
return moved
func can_move_to_coords(coords, is_player):
if tilemap.get_cell(coords[0], coords[1]) >= 0:
return false
var scoords = str(coords)
var door_in_way = scoords in doors
if door_in_way:
var door = doors[scoords]
if is_player and keys_held > 0:
remove_key()
doors.erase(scoords)
door.queue_free()
$DoorUnlockSound.play()
else:
return false
if !is_player and str(coords) in enemies:
if !enemies[str(coords)].alerted:
enemies[str(coords)].alert()
return false
return true
func add_key():
keys_held += 1
update_collection_info()
$KeyPickupSound.play()
func remove_key():
keys_held -= 1
update_collection_info()
func add_potion():
potions_held += 1
update_collection_info()
$PotionPickupSound.play()
func drink_potion():
player.get_node("AnimationPlayer").play("drink_potion")
potions_held -= 1
moves_left += 1
update_collection_info()
update_steps_info()
$PotionDrinkSound.play()
func update_collection_info():
var new_display_text = ""
new_display_text += "Level: " + str(cur_level + 1) + "\n"
new_display_text += "Keys: " + str(keys_held) + "/3\n"
new_display_text += "Potions: " + str(potions_held) + "\n"
new_display_text += "Treasures: " + str(treasures_found) + "/5"
$CanvasLayer/CollectionInfo.text = new_display_text
func update_steps_info():
var step_display = $CanvasLayer/StepsItems
var steps_to_show = clamp(moves_left-1, 0, step_display.get_child_count())
for child in step_display.get_children():
child.hide()
for i in range(steps_to_show):
step_display.get_child(i).show()
func world_pos_to_map_coord(pos: Vector2):
var vcoords = tilemap.world_to_map(pos)
var coords = [int(round(vcoords.x)), int(round(vcoords.y))]
return coords
func kill():
dead = true
player.get_node("AnimationPlayer").play("die")
$CanvasLayer/KilledRestartMessage.show()
$DeathSounds.get_child(randi() % $DeathSounds.get_child_count()).play()
$HitSound.play()
func restart():
keys_held = 0
potions_held = 0
treasures_found = 0
$CanvasLayer/KilledRestartMessage.hide()
#cur_level += 1
cur_level = 0
generate_new_world()