feat: instantiate dragons with initial animation

This commit is contained in:
Gerard Gascón 2025-04-09 18:13:50 +02:00
parent 48b6cd42cf
commit c422a83f59
6 changed files with 62 additions and 9 deletions

View file

@ -8,11 +8,12 @@ size = Vector2(128, 128)
[node name="Dragon" type="Area2D" node_paths=PackedStringArray("dragon")]
script = ExtResource("1_jccds")
dragon = NodePath("Dragon")
[node name="Dragon" parent="." instance=ExtResource("2_l1h0r")]
position = Vector2(-64, -64)
dragon = NodePath("CollisionShape2D/Dragon")
animation_duration = 10.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 1)
shape = SubResource("RectangleShape2D_6eaxg")
[node name="Dragon" parent="CollisionShape2D" instance=ExtResource("2_l1h0r")]
position = Vector2(-64, -65)

View file

@ -3,6 +3,7 @@ class_name DragonEntity
@export var dragon: DragonSprite
@export_range(3, 20) var animation_duration: float
signal on_pick(dragon_id: int, position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String)
@ -11,13 +12,20 @@ var id: int
func _ready() -> void:
set_process_input(true)
_play_initial_animation()
func _play_initial_animation() -> void:
$CollisionShape2D.position = Vector2(get_window().size.x + 200, 0)
var tween = get_tree().create_tween()
tween.tween_property($CollisionShape2D, "position", Vector2(0, 0), animation_duration)
func _input_event(viewport, event, shape_idx) -> void:
if event is InputEventMouseButton \
and event.button_index == MOUSE_BUTTON_LEFT \
and event.is_pressed():
on_pick.emit(id, position, dragon.hat.texture, dragon.shirt.texture, dragon.shoes.texture, dragon.name_label.text)
on_pick.emit(id, position + $CollisionShape2D.position, dragon.hat.texture, dragon.shirt.texture, dragon.shoes.texture, dragon.name_label.text)
queue_free()

View file

@ -16,7 +16,12 @@ var _instantiator: DragonInstantiator
var _save_load: SaveLoad
var _library: DragonLibrary
var _dragon_entities: Dictionary = {}
var _dragon_entities: Dictionary[int, Dragon] = {}
var _instantiated_dragons: Dictionary[int, DragonEntity] = {}
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
@export var min_dragon_instantiation_time: float
@export var max_dragon_instantiation_time: float
func _ready():
@ -27,10 +32,36 @@ func _ready():
await get_tree().process_frame
move_window_to_bottom_right()
_load_game()
_queue_dragon_instantiation()
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():
pass
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
_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)
return null
func move_window_to_bottom_right():
@ -69,7 +100,7 @@ func _load_game():
print(_save_load.contents_to_save)
func _instantiate_dragon_ingame(position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String, id: int):
func _instantiate_dragon_ingame(position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String, id: int) -> DragonEntity:
var dragon: DragonEntity = dragon_ingame.instantiate()
dragon.dress(hat, shirt, shoes)
dragon.set_dragon_name(dragon_name)
@ -77,6 +108,8 @@ func _instantiate_dragon_ingame(position: Vector2, hat: Texture2D, shirt: Textur
dragon.id = id
dragon.position = position
dragon.on_pick.connect(_pick_dragon)
_instantiated_dragons[id] = dragon
return dragon
func _pick_dragon(id: int, position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String, drag: bool = true):
@ -85,6 +118,7 @@ func _pick_dragon(id: int, position: Vector2, hat: Texture2D, shirt: Texture2D,
_dragon_entities[id] = dragon
dragon.place_back.connect(_dragon_place_back)
add_child(dragon)
_instantiated_dragons.erase(id)
for spot in _filled_spots:
if _filled_spots[spot] == id:

View file

@ -22,6 +22,8 @@ dragon_spots = [NodePath("DragonSpot1"), NodePath("DragonSpot2"), NodePath("Drag
hat_outfits = ExtResource("4_85g3d")
shirt_outfits = ExtResource("5_choun")
shoes_outfits = ExtResource("6_ya4ey")
min_dragon_instantiation_time = 2.0
max_dragon_instantiation_time = 10.0
[node name="CanvasLayer" type="CanvasLayer" parent="."]

View file

@ -7,9 +7,13 @@ var dragging_start_position: Vector2i = Vector2i()
@onready var dragon: Dragon = $".."
var _initial_drag_requested: bool = false
func _ready() -> void:
set_process_input(true)
if _initial_drag_requested:
initial_drag()
func initial_drag():
@ -17,6 +21,10 @@ func initial_drag():
dragging = true
func queue_initial_drag():
_initial_drag_requested = true
func _input(event) -> void:
if event is not InputEventMouseButton:
return

View file

@ -23,7 +23,7 @@ func on_place_back() -> void:
func start_dragon_drag()-> void:
draggable.initial_drag()
draggable.queue_initial_drag()
func _process(delta: float) -> void:
if draggable.dragging: