Merge remote-tracking branch 'origin/master'
# Conflicts: # scenes/main.tscn
This commit is contained in:
commit
6ebd5731c0
136 changed files with 4013 additions and 1143 deletions
126
scenes/main.gd
126
scenes/main.gd
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@ -4,14 +4,11 @@ class_name GameManager
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@export var dragon_template: PackedScene
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@export var dragon_ingame: PackedScene
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@export var name_setter: PackedScene
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@export var dragon_spots: Array[Node2D]
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var _filled_spots: Dictionary[Node2D, int]
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@export var hat_outfits: DragonOutfit
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@export var shirt_outfits: DragonOutfit
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@export var shoes_outfits: DragonOutfit
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var _instantiator: DragonInstantiator
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var _save_load: SaveLoad
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var _library: DragonLibrary
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@ -23,47 +20,73 @@ var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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@export var min_dragon_instantiation_time: float
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@export var max_dragon_instantiation_time: float
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@onready var dragon_sharing: DragonSharing = $HTTPRequest
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func _ready():
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_library = DragonLibrary.new(hat_outfits, shirt_outfits, shoes_outfits)
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_library = DragonLibrary.new()
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_instantiator = DragonInstantiator.new(dragon_template, get_viewport(), get_window())
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_save_load = SaveLoad.new()
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await get_tree().process_frame
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move_window_to_bottom_right()
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_load_game()
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if _save_load.get_tower_name() == "":
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_show_name_setter_screen()
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_queue_dragon_instantiation()
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func _show_name_setter_screen():
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var setter: NameSetter = name_setter.instantiate()
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setter.set_save_load(_save_load)
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add_child(setter)
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var display_index: int = DisplayServer.window_get_current_screen()
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var work_area_position: Vector2i = DisplayServer.screen_get_usable_rect(display_index).position
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var work_area_size: Vector2i = DisplayServer.screen_get_usable_rect(display_index).size
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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)
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setter.position = new_position
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func _queue_dragon_instantiation():
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await get_tree().create_timer(rng.randf_range(min_dragon_instantiation_time, max_dragon_instantiation_time)).timeout
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_instantiate_random_dragon()
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func _instantiate_random_dragon():
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for spot in dragon_spots:
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if not _filled_spots.has(spot):
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var dragon: DragonEntity = _pick_random_dragon(spot.position)
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if dragon != null:
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_filled_spots[spot] = dragon.id
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break
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if _save_load.get_tower_name() != "":
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_instantiate_random_dragon()
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_queue_dragon_instantiation()
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func _pick_random_dragon(pos: Vector2) -> DragonEntity:
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for dragon in _library.dragons:
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var id: int = dragon['id']
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if _instantiated_dragons.has(id) or _dragon_entities.has(id):
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continue
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var dragon_name: String = dragon['name']
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var hat: Texture2D = hat_outfits.get_texture(dragon['hat'])
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var shirt: Texture2D = shirt_outfits.get_texture(dragon['shirt'])
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var shoes: Texture2D = shoes_outfits.get_texture(dragon['shoes'])
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return _instantiate_dragon_ingame(pos, hat, shirt, shoes, dragon_name, id)
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func _instantiate_random_dragon():
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var spot: Node2D = _get_free_spot()
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if spot == null:
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return
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#TODO: Add also a way to instantiate dragons in your library with a greater probability
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for i in range(5):
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dragon_sharing.receive(_save_load.get_tower_name())
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var dragon: DragonProperties = await dragon_sharing.on_dragon_received
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if dragon == null:
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return
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for d in _library.dragons:
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# TODO: Search for dragon and if is in library or in instantiated dragons continue next iteration
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pass
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var dragon_entity: DragonEntity = _generate_entity(spot.position, dragon)
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_filled_spots[spot] = dragon_entity.properties.id
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return
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func _get_free_spot() -> Node2D:
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for spot in dragon_spots:
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if not _filled_spots.has(spot):
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return spot
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return null
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func _generate_entity(pos: Vector2, properties: DragonProperties) -> DragonEntity:
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properties.id = rng.randi()
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return _instantiate_dragon_ingame(pos, properties)
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func move_window_to_bottom_right():
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var display_index: int = DisplayServer.window_get_current_screen()
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@ -78,50 +101,50 @@ func move_window_to_bottom_right():
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DisplayServer.window_set_position(new_position)
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func add_dragon(hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String):
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var id: int = _library.add_dragon(dragon_name, hat, shirt, shoes)
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func add_dragon(properties: DragonProperties):
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var id: int = _library.add_dragon(properties)
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dragon_sharing.send(properties)
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for spot in dragon_spots:
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if not _filled_spots.has(spot):
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_instantiate_dragon_ingame(spot.position, hat, shirt, shoes, dragon_name, id)
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_instantiate_dragon_ingame(spot.position, properties)
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_filled_spots[spot] = id
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break
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func _load_game():
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_save_load.load()
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var dragons: Array = _save_load.get_dragons()
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var dragons: Array[DragonProperties] = _save_load.get_dragons()
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_library.add_dragons(dragons)
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for d in dragons:
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if d['pos'] != Vector2i(0, 0):
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var hat: Texture2D = hat_outfits.get_texture(d['hat'])
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var shirt: Texture2D = shirt_outfits.get_texture(d['shirt'])
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var shoes: Texture2D = shoes_outfits.get_texture(d['shoes'])
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_pick_dragon(d['id'], d['pos'], hat, shirt, shoes, false)
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for d: DragonProperties in dragons:
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if d.position != Vector2i(0, 0):
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_pick_dragon(d, false)
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print(_save_load.contents_to_save)
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func _instantiate_dragon_ingame(position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String, id: int) -> DragonEntity:
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func _instantiate_dragon_ingame(window_position: Vector2, properties: DragonProperties) -> DragonEntity:
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var dragon: DragonEntity = dragon_ingame.instantiate()
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dragon.dress(hat, shirt, shoes)
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add_child(dragon)
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dragon.id = id
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dragon.position = position
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dragon.dress(properties)
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dragon.properties = properties
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dragon.position = window_position
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dragon.on_pick.connect(_pick_dragon)
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dragon.on_quit.connect(_quit_dragon)
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_instantiated_dragons[id] = dragon
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_instantiated_dragons[properties.id] = dragon
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return dragon
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func _pick_dragon(id: int, position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, drag: bool = true):
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var dragon: Dragon = _instantiator.instantiate(position, hat, shirt, shoes, drag)
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dragon.id = id
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_dragon_entities[id] = dragon
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func _pick_dragon(properties: DragonProperties, drag: bool = true):
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var dragon: Dragon = _instantiator.instantiate(properties, drag)
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_dragon_entities[properties.id] = dragon
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dragon.place_back.connect(_dragon_place_back)
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add_child(dragon)
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_instantiated_dragons.erase(id)
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_instantiated_dragons.erase(properties.id)
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if not _library.has(properties):
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_library.add_dragon(properties)
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for spot in _filled_spots:
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if _filled_spots[spot] == id:
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if _filled_spots[spot] == properties.id:
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_filled_spots.erase(spot)
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@ -134,16 +157,17 @@ func _quit_dragon(id: int):
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func _dragon_place_back(dragon: Dragon):
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_dragon_entities.erase(dragon.id)
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_dragon_entities.erase(dragon.properties.id)
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func _on_close_pressed() -> void:
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_save_load.clear_dragons()
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for d in _library.dragons:
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if _dragon_entities.has(d['id']) and _dragon_entities[d['id']] != null:
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_save_load.add_dragon(d['id'], d['name'], d['hat'], d['shirt'], d['shoes'], _dragon_entities[d['id']].position)
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if _dragon_entities.has(d.id) and _dragon_entities[d.id] != null:
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_save_load.add_dragon(d)
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else:
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_save_load.add_dragon(d['id'], d['name'], d['hat'], d['shirt'], d['shoes'], Vector2i(0, 0))
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d.position = Vector2i(0, 0)
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_save_load.add_dragon(d)
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_save_load.save()
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await get_tree().process_frame
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await get_tree().process_frame
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