feat: instantiate dragons with initial animation
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48b6cd42cf
commit
c422a83f59
6 changed files with 62 additions and 9 deletions
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@ -8,11 +8,12 @@ size = Vector2(128, 128)
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[node name="Dragon" type="Area2D" node_paths=PackedStringArray("dragon")]
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script = ExtResource("1_jccds")
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dragon = NodePath("Dragon")
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[node name="Dragon" parent="." instance=ExtResource("2_l1h0r")]
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position = Vector2(-64, -64)
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dragon = NodePath("CollisionShape2D/Dragon")
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animation_duration = 10.0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(0, 1)
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shape = SubResource("RectangleShape2D_6eaxg")
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[node name="Dragon" parent="CollisionShape2D" instance=ExtResource("2_l1h0r")]
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position = Vector2(-64, -65)
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@ -3,6 +3,7 @@ class_name DragonEntity
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@export var dragon: DragonSprite
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@export_range(3, 20) var animation_duration: float
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signal on_pick(dragon_id: int, position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String)
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@ -11,13 +12,20 @@ var id: int
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func _ready() -> void:
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set_process_input(true)
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_play_initial_animation()
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func _play_initial_animation() -> void:
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$CollisionShape2D.position = Vector2(get_window().size.x + 200, 0)
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var tween = get_tree().create_tween()
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tween.tween_property($CollisionShape2D, "position", Vector2(0, 0), animation_duration)
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func _input_event(viewport, event, shape_idx) -> void:
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if event is InputEventMouseButton \
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and event.button_index == MOUSE_BUTTON_LEFT \
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and event.is_pressed():
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on_pick.emit(id, position, dragon.hat.texture, dragon.shirt.texture, dragon.shoes.texture, dragon.name_label.text)
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on_pick.emit(id, position + $CollisionShape2D.position, dragon.hat.texture, dragon.shirt.texture, dragon.shoes.texture, dragon.name_label.text)
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queue_free()
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@ -16,7 +16,12 @@ var _instantiator: DragonInstantiator
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var _save_load: SaveLoad
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var _library: DragonLibrary
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var _dragon_entities: Dictionary = {}
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var _dragon_entities: Dictionary[int, Dragon] = {}
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var _instantiated_dragons: Dictionary[int, DragonEntity] = {}
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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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func _ready():
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@ -27,10 +32,36 @@ func _ready():
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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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_queue_dragon_instantiation()
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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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pass
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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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_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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return null
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func move_window_to_bottom_right():
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@ -69,7 +100,7 @@ func _load_game():
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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):
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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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var dragon: DragonEntity = dragon_ingame.instantiate()
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dragon.dress(hat, shirt, shoes)
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dragon.set_dragon_name(dragon_name)
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@ -77,6 +108,8 @@ func _instantiate_dragon_ingame(position: Vector2, hat: Texture2D, shirt: Textur
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dragon.id = id
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dragon.position = position
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dragon.on_pick.connect(_pick_dragon)
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_instantiated_dragons[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, dragon_name: String, drag: bool = true):
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@ -85,6 +118,7 @@ func _pick_dragon(id: int, position: Vector2, hat: Texture2D, shirt: Texture2D,
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_dragon_entities[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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for spot in _filled_spots:
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if _filled_spots[spot] == id:
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@ -22,6 +22,8 @@ dragon_spots = [NodePath("DragonSpot1"), NodePath("DragonSpot2"), NodePath("Drag
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hat_outfits = ExtResource("4_85g3d")
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shirt_outfits = ExtResource("5_choun")
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shoes_outfits = ExtResource("6_ya4ey")
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min_dragon_instantiation_time = 2.0
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max_dragon_instantiation_time = 10.0
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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@ -7,9 +7,13 @@ var dragging_start_position: Vector2i = Vector2i()
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@onready var dragon: Dragon = $".."
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var _initial_drag_requested: bool = false
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func _ready() -> void:
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set_process_input(true)
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if _initial_drag_requested:
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initial_drag()
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func initial_drag():
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@ -17,6 +21,10 @@ func initial_drag():
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dragging = true
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func queue_initial_drag():
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_initial_drag_requested = true
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func _input(event) -> void:
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if event is not InputEventMouseButton:
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return
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@ -23,7 +23,7 @@ func on_place_back() -> void:
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func start_dragon_drag()-> void:
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draggable.initial_drag()
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draggable.queue_initial_drag()
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func _process(delta: float) -> void:
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if draggable.dragging:
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