Samurai-Sculpt-Plus/logic.gd
2025-06-10 12:38:02 +10:00

172 lines
4.5 KiB
GDScript

extends Node2D
@export var code_len : int = 2
@export var ghost_tokens : int = 2
@export var allowed_time : float = 5
@export var starting_lives : int = 3
@export var icon_container: HBoxContainer
@export var icons : Array[Texture]
@export var sounds : Dictionary[String, AudioStream]
@export var progress_bar : TextureProgressBar
@export var scroll_container : ScrollContainer
@export var score_label : Label
@export var life_container : HBoxContainer
@export var life_texture : Texture
@export var round_label : Label
@export var sound_player : AudioStreamPlayer
@export var finish_screen : Control
@export var sam_sprite : AnimatedSprite2D
var current_time : float = 5
var score : int = 0
var lives : int = 3
var code : Array[int]
var code_rects : Array[TextureRect]
var gaming : bool = false
var codepos : int = 0 #current position in the code to check against
var test_break : float = 1.5
var target_scroll : float
var finished : bool = false
# start scrolling at codepos == 11
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#start_round()
draw_lives()
pass # Replace with function body.
func draw_lives():
for child in life_container.get_children():
child.queue_free()
for i in range(lives):
var new_tex = TextureRect.new()
new_tex.texture = life_texture
life_container.add_child(new_tex)
func lose_life():
lives -= 1
draw_lives()
if lives <= 0:
end_game()
func end_game():
finished = true
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
target_scroll = (codepos*50) - 550
scroll_container.scroll_horizontal = lerpf(scroll_container.scroll_horizontal,target_scroll,0.05)
score_label.text = str(score)
round_label.text = str(code_len) + " of " + str(code_len+ghost_tokens)
finish_screen.visible = finished
if not gaming:
round_label.text = "Get Ready!"
if finished:
round_label.text = "Length " + str(code_len+ghost_tokens)
if gaming:
current_time -= delta
progress_bar.value = (allowed_time-current_time)/allowed_time
else:
test_break -= delta
progress_bar.value -= delta/1.5
if test_break <= 0 and not finished:
start_round()
progress_bar.modulate = Color(1,1,1,progress_bar.value)
if gaming and current_time <= 0:
lose_round()
if Input.is_action_just_pressed("up"):
process_input(0)
elif Input.is_action_just_pressed("right"):
process_input(1)
elif Input.is_action_just_pressed("down"):
process_input(2)
elif Input.is_action_just_pressed("left"):
process_input(3)
func start_round():
current_time = allowed_time
codepos = 0
generate_code()
gaming = true
sound_player.stream = sounds["reveal"]
sound_player.play()
sam_sprite.play("default")
#scroll_container.scroll_horizontal = 0
pass
func process_input(direction : int):
if gaming:
if(code[codepos] == direction):
#correct input
icon_container.get_child(codepos).modulate = Color(0,1,0)
score += codepos+1
codepos += 1
if(codepos == code_len):
win_round()
else:
sound_player.stream = sounds["success"]
sound_player.play()
else:
#incorrect input
codepos = 0
sound_player.stream = sounds["error"]
sound_player.play()
#scroll_container.scroll_horizontal = 0
for i in range(code_len):
icon_container.get_child(i).modulate = Color(1,1,1)
func win_round():
#todo: bous for remaining time?
sam_sprite.play("bow")
sound_player.stream = sounds["roundSuccess"]
sound_player.play()
gaming = false
codepos = 0
test_break = 1.7 # todo: replace with gamer samurai animation stuff
if ghost_tokens > 0:
ghost_tokens -= 1
code_len += 1
else:
ghost_tokens = 2
code_len -= 1
score += 100
func lose_round():
gaming = false
sam_sprite.play("tan")
codepos = 0
test_break = 2.5
sound_player.stream = sounds["tant"]
sound_player.play()
lose_life()
func generate_code():
code.clear()
for child in icon_container.get_children():
child.queue_free()
for i in range(code_len):
var ran_dir : int = randi_range(0,3)
code.append(ran_dir)
var new_texture_rect : TextureRect = TextureRect.new()
new_texture_rect.texture = icons[ran_dir]
icon_container.add_child(new_texture_rect)
for i in range(ghost_tokens):
var new_texture_rect : TextureRect = TextureRect.new()
new_texture_rect.texture = icons[4]
new_texture_rect.modulate = Color(1,1,1,0.25)
icon_container.add_child(new_texture_rect)
print(code)
func _on_menu_button_pressed() -> void:
get_tree().set_pause(false)
get_tree().change_scene_to_file("res://menu.tscn")