Merge remote-tracking branch 'origin/master'

# Conflicts:
#	scenes/main.tscn
This commit is contained in:
Gerard Gascón 2025-04-14 23:18:22 +02:00
commit 6ebd5731c0
136 changed files with 4013 additions and 1143 deletions

View file

@ -4,14 +4,11 @@ class_name GameManager
@export var dragon_template: PackedScene
@export var dragon_ingame: PackedScene
@export var name_setter: PackedScene
@export var dragon_spots: Array[Node2D]
var _filled_spots: Dictionary[Node2D, int]
@export var hat_outfits: DragonOutfit
@export var shirt_outfits: DragonOutfit
@export var shoes_outfits: DragonOutfit
var _instantiator: DragonInstantiator
var _save_load: SaveLoad
var _library: DragonLibrary
@ -23,47 +20,73 @@ var rng: RandomNumberGenerator = RandomNumberGenerator.new()
@export var min_dragon_instantiation_time: float
@export var max_dragon_instantiation_time: float
@onready var dragon_sharing: DragonSharing = $HTTPRequest
func _ready():
_library = DragonLibrary.new(hat_outfits, shirt_outfits, shoes_outfits)
_library = DragonLibrary.new()
_instantiator = DragonInstantiator.new(dragon_template, get_viewport(), get_window())
_save_load = SaveLoad.new()
await get_tree().process_frame
move_window_to_bottom_right()
_load_game()
if _save_load.get_tower_name() == "":
_show_name_setter_screen()
_queue_dragon_instantiation()
func _show_name_setter_screen():
var setter: NameSetter = name_setter.instantiate()
setter.set_save_load(_save_load)
add_child(setter)
var display_index: int = DisplayServer.window_get_current_screen()
var work_area_position: Vector2i = DisplayServer.screen_get_usable_rect(display_index).position
var work_area_size: Vector2i = DisplayServer.screen_get_usable_rect(display_index).size
var new_position: Vector2i = work_area_position + Vector2i(work_area_size.x / 2.0 - setter.size.x / 2.0, work_area_size.y / 2.0 - setter.size.y / 2.0)
setter.position = new_position
func _queue_dragon_instantiation():
await get_tree().create_timer(rng.randf_range(min_dragon_instantiation_time, max_dragon_instantiation_time)).timeout
_instantiate_random_dragon()
func _instantiate_random_dragon():
for spot in dragon_spots:
if not _filled_spots.has(spot):
var dragon: DragonEntity = _pick_random_dragon(spot.position)
if dragon != null:
_filled_spots[spot] = dragon.id
break
if _save_load.get_tower_name() != "":
_instantiate_random_dragon()
_queue_dragon_instantiation()
func _pick_random_dragon(pos: Vector2) -> DragonEntity:
for dragon in _library.dragons:
var id: int = dragon['id']
if _instantiated_dragons.has(id) or _dragon_entities.has(id):
continue
var dragon_name: String = dragon['name']
var hat: Texture2D = hat_outfits.get_texture(dragon['hat'])
var shirt: Texture2D = shirt_outfits.get_texture(dragon['shirt'])
var shoes: Texture2D = shoes_outfits.get_texture(dragon['shoes'])
return _instantiate_dragon_ingame(pos, hat, shirt, shoes, dragon_name, id)
func _instantiate_random_dragon():
var spot: Node2D = _get_free_spot()
if spot == null:
return
#TODO: Add also a way to instantiate dragons in your library with a greater probability
for i in range(5):
dragon_sharing.receive(_save_load.get_tower_name())
var dragon: DragonProperties = await dragon_sharing.on_dragon_received
if dragon == null:
return
for d in _library.dragons:
# TODO: Search for dragon and if is in library or in instantiated dragons continue next iteration
pass
var dragon_entity: DragonEntity = _generate_entity(spot.position, dragon)
_filled_spots[spot] = dragon_entity.properties.id
return
func _get_free_spot() -> Node2D:
for spot in dragon_spots:
if not _filled_spots.has(spot):
return spot
return null
func _generate_entity(pos: Vector2, properties: DragonProperties) -> DragonEntity:
properties.id = rng.randi()
return _instantiate_dragon_ingame(pos, properties)
func move_window_to_bottom_right():
var display_index: int = DisplayServer.window_get_current_screen()
@ -78,50 +101,50 @@ func move_window_to_bottom_right():
DisplayServer.window_set_position(new_position)
func add_dragon(hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String):
var id: int = _library.add_dragon(dragon_name, hat, shirt, shoes)
func add_dragon(properties: DragonProperties):
var id: int = _library.add_dragon(properties)
dragon_sharing.send(properties)
for spot in dragon_spots:
if not _filled_spots.has(spot):
_instantiate_dragon_ingame(spot.position, hat, shirt, shoes, dragon_name, id)
_instantiate_dragon_ingame(spot.position, properties)
_filled_spots[spot] = id
break
func _load_game():
_save_load.load()
var dragons: Array = _save_load.get_dragons()
var dragons: Array[DragonProperties] = _save_load.get_dragons()
_library.add_dragons(dragons)
for d in dragons:
if d['pos'] != Vector2i(0, 0):
var hat: Texture2D = hat_outfits.get_texture(d['hat'])
var shirt: Texture2D = shirt_outfits.get_texture(d['shirt'])
var shoes: Texture2D = shoes_outfits.get_texture(d['shoes'])
_pick_dragon(d['id'], d['pos'], hat, shirt, shoes, false)
for d: DragonProperties in dragons:
if d.position != Vector2i(0, 0):
_pick_dragon(d, false)
print(_save_load.contents_to_save)
func _instantiate_dragon_ingame(position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String, id: int) -> DragonEntity:
func _instantiate_dragon_ingame(window_position: Vector2, properties: DragonProperties) -> DragonEntity:
var dragon: DragonEntity = dragon_ingame.instantiate()
dragon.dress(hat, shirt, shoes)
add_child(dragon)
dragon.id = id
dragon.position = position
dragon.dress(properties)
dragon.properties = properties
dragon.position = window_position
dragon.on_pick.connect(_pick_dragon)
dragon.on_quit.connect(_quit_dragon)
_instantiated_dragons[id] = dragon
_instantiated_dragons[properties.id] = dragon
return dragon
func _pick_dragon(id: int, position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, drag: bool = true):
var dragon: Dragon = _instantiator.instantiate(position, hat, shirt, shoes, drag)
dragon.id = id
_dragon_entities[id] = dragon
func _pick_dragon(properties: DragonProperties, drag: bool = true):
var dragon: Dragon = _instantiator.instantiate(properties, drag)
_dragon_entities[properties.id] = dragon
dragon.place_back.connect(_dragon_place_back)
add_child(dragon)
_instantiated_dragons.erase(id)
_instantiated_dragons.erase(properties.id)
if not _library.has(properties):
_library.add_dragon(properties)
for spot in _filled_spots:
if _filled_spots[spot] == id:
if _filled_spots[spot] == properties.id:
_filled_spots.erase(spot)
@ -134,16 +157,17 @@ func _quit_dragon(id: int):
func _dragon_place_back(dragon: Dragon):
_dragon_entities.erase(dragon.id)
_dragon_entities.erase(dragon.properties.id)
func _on_close_pressed() -> void:
_save_load.clear_dragons()
for d in _library.dragons:
if _dragon_entities.has(d['id']) and _dragon_entities[d['id']] != null:
_save_load.add_dragon(d['id'], d['name'], d['hat'], d['shirt'], d['shoes'], _dragon_entities[d['id']].position)
if _dragon_entities.has(d.id) and _dragon_entities[d.id] != null:
_save_load.add_dragon(d)
else:
_save_load.add_dragon(d['id'], d['name'], d['hat'], d['shirt'], d['shoes'], Vector2i(0, 0))
d.position = Vector2i(0, 0)
_save_load.add_dragon(d)
_save_load.save()
await get_tree().process_frame
await get_tree().process_frame