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